Welcome to Kivy

Welcome to Kivy’s documentation. Kivy is an open source software library for the rapid development of applications equipped with novel user interfaces, such as multi-touch apps.

We recommend that you get started with Getting Started. Then head over to the Programming Guide. We also have Create an application if you are impatient.

You are probably wondering why you should be interested in using Kivy. There is a document outlining our Philosophy that we encourage you to read, and a detailed Architectural Overview.

If you want to contribute to Kivy, make sure to read Contributing. If your concern isn’t addressed in the documentation, feel free to Contact Us.

Getting Started

Introduction

Start Developing Kivy Apps Right Away!

Creating Kivy apps is fun and rewarding. This guide should be the perfect starting point to get you on the right track for app development. You will require a basic knowledge of Python to follow this introduction.

_images/gs-introduction.png

If you need more background on the Python language, you might be interested in these tutorials:

With Kivy, you can create apps that run on:

  • Desktop computers: macOS, Linux, *BSD Unix, Windows.

  • iOS devices: iPad, iPhone.

  • Android devices: tablets, phones.

  • Any other touch-enabled professional/homebrew devices supporting TUIO (Tangible User Interface Objects).

Kivy empowers you with the freedom to write your code once and have it run as-is on different platforms.

Follow this guide to get the tools you need, understand the major concepts and learn best practices. As this is an introduction, pointers to more information will be provided at the end of each section.

As you proceed through the guide, you will, using Kivy:

  • Learn: The basics of programming with the Kivy language.

  • Explore: The Kivy framework.

  • Create: A simple cross-platform app.

  • Package: For your choice of platform.

Finally, you will learn how to Deploy on the device of your choice.

Each section of the guide introduces a new topic, trying to give you enough information to get started and links to related articles for more in-depth explanations. When you are done with this guide, you’ll be able to develop Kivy apps and you will know where to look for information for the more challenging stuff your innovative applications will require.

Enough introductions, let’s get down to business.

Installing Kivy

Installation for Kivy version 2.2.0. Read the changelog here. For other Kivy versions, select the documentation from the dropdown on the top left.

Kivy 2.2.0 officially supports Python versions 3.7 - 3.11.

Platform

Installation

Packaging

w_logo

Windows

pip

PyInstaller

m_logo

macOS

pip, Kivy.app

Kivy.app, PyInstaller

l_logo

Linux

pip, PPA

b_logo

*BSD (FreeBSD,..)

pip

r_logo

RPi

pip

a_logo

Android

python-for-android

python-for-android

i_logo

iOS

kivy-ios

kivy-ios

c_logo

Anaconda

conda

Using pip

The easiest way to install Kivy is with pip, which installs Kivy using either a pre-compiled wheel, if available, otherwise from source (see below).

Kivy provides pre-compiled wheels for the supported Python versions on Windows, macOS, Linux, and RPi.

If no wheels are available pip will build the package from sources (i.e. on *BSD).

Alternatively, installing from source is required for newer Python versions not listed above or if the wheels do not work or fail to run properly.

On RPi, when using a 32 bit OS, wheels are provided for Python 3.7 (Raspberry Pi OS Buster) and Python 3.9 (Raspberry Pi OS Bullseye), via the PiWheels project. For other Python versions, on 32 bit OSes, you will need to install from source.

Setup terminal and pip

Before Kivy can be installed, Python and pip needs to be pre-installed. Then, start a new terminal that has Python available. In the terminal, update pip and other installation dependencies so you have the latest version as follows (for linux users you may have to substitute python3 instead of python and also add a --user flag in the subsequent commands outside the virtual environment):

python -m pip install --upgrade pip setuptools virtualenv
Create virtual environment

Create a new virtual environment for your Kivy project. A virtual environment will prevent possible installation conflicts with other Python versions and packages. It’s optional but strongly recommended:

  1. Create the virtual environment named kivy_venv in your current directory:

    python -m virtualenv kivy_venv
    
  2. Activate the virtual environment. You will have to do this step from the current directory every time you start a new terminal. This sets up the environment so the new kivy_venv Python is used.

    For Windows default CMD, in the command line do:

    kivy_venv\Scripts\activate
    

    If you are in a bash terminal on Windows, instead do:

    source kivy_venv/Scripts/activate
    

    If you are in linux or macOS, instead do:

    source kivy_venv/bin/activate
    

Your terminal should now preface the path with something like (kivy_venv), indicating that the kivy_venv environment is active. If it doesn’t say that, the virtual environment is not active and the following won’t work.

Install Kivy

Finally, install Kivy using one of the following options:

Pre-compiled wheels

The simplest is to install the current stable version of kivy and optionally kivy_examples from the kivy-team provided PyPi wheels. Simply do:

python -m pip install "kivy[base]" kivy_examples

This also installs the minimum dependencies of Kivy. To additionally install Kivy with audio/video support, install either kivy[base,media] or kivy[full]. See Kivy’s dependencies for the list of selectors.

From source

If a wheel is not available or is not working, Kivy can be installed from source with some additional steps. Installing from source means that Kivy will be installed from source code and compiled directly on your system.

First install the additional system dependencies listed for each platform: Windows, macOS, Linux, *BSD, RPi

Note

In past, for macOS, Linux and BSD Kivy required the installation of the SDL dependencies from package managers (e.g. apt or brew). However, this is no longer officially supported as the version of SDL provided by the package managers is often outdated and may not work with Kivy as we try to keep up with the latest SDL versions in order to support the latest features and bugfixes.

You can still install the SDL dependencies from package managers if you wish, but we no longer offer support for this.

Instead, we recommend installing the SDL dependencies from source. This is the same process our CI uses to build the wheels. The SDL dependencies are built from source and installed into a specific directory.

With all the build tools installed, you can now install the SDL dependencies from source for SDL support (this is not needed on Windows as we provide pre-built SDL dependencies for Windows)

In order to do so, we provide a script that will download and build the SDL dependencies from source. This script is located in the tools directory of the Kivy repository.

Create a directory to store the self-built dependencies and change into it:

mkdir kivy-deps-build && cd kivy-deps-build

Then download the build tool script, according to your platform:

On macOS:

curl -O https://raw.githubusercontent.com/kivy/kivy/master/tools/build_macos_dependencies.sh -o build_kivy_deps.sh

On Linux:

curl -O https://raw.githubusercontent.com/kivy/kivy/master/tools/build_linux_dependencies.sh -o build_kivy_deps.sh

Make the script executable:

chmod +x build_kivy_deps.sh

Finally, run the script:

./build_kivy_deps.sh

The script will download and build the SDL dependencies from source. It will also install the dependencies into a directory named kivy-dependencies. This directory will be used by Kivy to build and install Kivy from source with SDL support.

Kivy will need to know where the SDL dependencies are installed. To do so, you must set the KIVY_DEPS_ROOT environment variable to the path of the kivy-dependencies directory. For example, if you are in the kivy-deps-build directory, you can set the environment variable with:

export KIVY_DEPS_ROOT=$(pwd)/kivy-dependencies

With the dependencies installed, and KIVY_DEPS_ROOT set you can now install Kivy into the virtual environment.

To install the stable version of Kivy, from the terminal do:

python -m pip install "kivy[base]" kivy_examples --no-binary kivy

To install the latest cutting-edge Kivy from master, instead do:

python -m pip install "kivy[base] @ https://github.com/kivy/kivy/archive/master.zip"

If you want to install Kivy from a different branch, from your forked repository, or from a specific commit (e.g. to test a fix from a user’s PR) replace the corresponding components of the url.

For example to install from the stable branch, the url becomes https://github.com/kivy/kivy/archive/stable.zip. Or to try a specific commit hash, use e.g. https://github.com/kivy/kivy/archive/3d3e45dda146fef3f4758aea548da199e10eb382.zip

Pre-release, pre-compiled wheels

To install a pre-compiled wheel of the last pre-release version of Kivy, instead of the current stable version, add the --pre flag to pip:

python -m pip install --pre "kivy[base]" kivy_examples

This will only install a development version of Kivy if one was released to PyPi. Instead, one can also install the latest cutting-edge Nightly wheels from the Kivy server with:

python -m pip install kivy --pre --no-deps --index-url  https://kivy.org/downloads/simple/
python -m pip install "kivy[base]" --pre --extra-index-url https://kivy.org/downloads/simple/

It is done in two steps, because otherwise pip may ignore the wheels on the server and install an older pre-release version from PyPi.

Development install

If you want to edit Kivy before installing it, or if you want to try fixing some Kivy issue and submit a pull request with the fix, you will need to first download the Kivy source code. The following steps assumes git is pre-installed and available in the terminal.

The typical process is to clone Kivy locally with:

git clone https://github.com/kivy/kivy.git

This creates a kivy named folder in your current path. Next, follow the same steps of the Installing from source above, but instead of installing Kivy via a distribution package or zip file, install it as an editable install.

In order to do so, first change into the Kivy folder you just cloned:: and then install Kivy as an editable install:

cd kivy
python -m pip install -e ".[dev,full]"

Now, you can use git to change branches, edit the code and submit a PR. Remember to compile Kivy each time you change cython files as follows:

python setup.py build_ext --inplace

Or if using bash or on Linux, simply do:

make

to recompile.

To run the test suite, simply run:

pytest kivy/tests

or in bash or Linux:

make test

On *BSD Unix remember to use gmake (GNU) in place of make (BSD).

Checking the demo

Kivy should now be installed. You should be able to import kivy in Python or, if you installed the Kivy examples, run the demo.

on Windows:

python kivy_venv\share\kivy-examples\demo\showcase\main.py

in bash, Linux and macOS:

python kivy_venv/share/kivy-examples/demo/showcase/main.py

on *BSD Unix:

python3 kivy_venv/share/kivy-examples/demo/showcase/main.py

The exact path to the Kivy examples directory is also stored in kivy.kivy_examples_dir.

The 3d monkey demo under kivy-examples/3Drendering/main.py is also fun to see.

Installation using Conda

If you use Anaconda, you can install Kivy with its package manager Conda using:

conda install kivy -c conda-forge

Do not use pip to install kivy if you’re using Anaconda, unless you’re installing from source.

Installing Kivy’s dependencies

Kivy supports one or more backends for its core providers. E.g. it supports glew, angle, and sdl2 for the graphics backend on Windows. For each category (window, graphics, video, audio, etc.), at least one backend must be installed to be able to use the category.

To facilitate easy installation, we provide extras_require groups that will install selected backends to ensure a working Kivy installation. So one can install Kivy more simply with e.g.``pip install “kivy[base,media,tuio]”``. The full list of selectors and the packages they install is listed in setup.py. The exact packages in each selector may change in the future, but the overall goal of each selector will remain as described below.

We offer the following selectors:

base: The minimum typical dependencies required for Kivy to run,

not including video/audio.

media: Only the video/audio dependencies required for Kivy to

be able to play media.

full: All the typical dependencies required for Kivy to run, including video/audio and

most optional dependencies.

dev: All the additional dependencies required to run Kivy in development mode

(i.e. it doesn’t include the base/media/full dependencies). E.g. any headers required for compilation, and all dependencies required to run the tests and creating the docs.

tuio: The dependencies required to make TUIO work (primarily oscpy).

The following selectors install backends packaged as wheels by kivy under the Kivy_deps namespace. They are typically released and versioned to match specific Kivy versions, so we provide selectors to facilitate installation (i.e. instead of having to do pip install kivy kivy_deps.sdl2==x.y.z, you can now do pip install "kivy[sdl2]" to automatically install the correct sdl2 for the Kivy version).

gstreamer: The gstreamer video/audio backend, if it’s available

(currently only on Windows)

angle: A alternate OpenGL backend, if it’s available

(currently only on Windows)

sdl2: The window/image/audio backend, if it’s available (currently only on Windows,

on macOS, Linux and *BSD Unix is already included in the main Kivy wheel).

glew: A alternate OpenGL backend, if it’s available (currently only on Windows)

Following are the kivy_deps dependency wheels:

  • gstreamer (optional)

    kivy_deps.gstreamer is an optional dependency which is only needed for audio/video support. We only provide it on Windows, for other platforms it must be installed independently. Alternatively, use ffpyplayer instead.

  • glew and/or angle

    kivy_deps.glew and kivy_deps.angle are for OpenGL. You can install both, that is no problem. It is only available on Windows. On other platforms it is not required externally.

    One can select which of these to use for OpenGL using the KIVY_GL_BACKEND environment variable: By setting it to glew (the default), angle_sdl2, or sdl2. Here, angle_sdl2 is a substitute for glew but requires kivy_deps.sdl2 be installed as well.

  • sdl2

    kivy_deps.sdl2 is for window/images/audio and optionally OpenGL. It is only available on Windows and is included in the main Kivy wheel for other platforms.

Python glossary

Here we explain how to install Python packages, how to use the command line and what wheels are.

Installing Python

Kivy is written in Python and as such, to use Kivy, you need an existing installation of Python. Multiple versions of Python can be installed side by side, but Kivy needs to be installed as package under each Python version that you want to use Kivy in.

To install Python, see the instructions for each platform: Windows, macOS, Linux, RPi, *BSD.

Once Python is installed, open the console and make sure Python is available by typing python --version.

How to use the command line

To execute any of the pip or wheel commands given here, you need a command line (here also called console, terminal, shell or bash, where the last two refer to Linux / *BSD Unix style command lines) and Python must be on the PATH.

The default command line on Windows is the command prompt, short cmd. The quickest way to open it is to press Win+R on your keyboard. In the window that opens, type cmd and then press enter.

Alternative Linux style command lines on Windows that we recommend are Git for Windows or Mysys.

Note, the default Windows command line can still be used, even if a bash terminal is installed.

To temporarily add your Python installation to the PATH, simply open your command line and then use the cd command to change the current directory to where python is installed, e.g. cd C:\Python37.

If you have installed Python using the default options, then the path to Python will already be permanently on your PATH variable. There is an option in the installer which lets you do that, and it is enabled by default.

If however Python is not on your PATH, follow the these instructions to add it:

What is pip and what are wheels

In Python, packages such as Kivy can be installed with the python package manager, named pip (“python install package”).

When installing from source, some packages, such as Kivy, require additional steps, like compilation.

Contrary, wheels (files with a .whl extension) are pre-built distributions of a package that has already been compiled. These wheels do not require additional steps when installing them.

When a wheel is available on pypi.org (“Python Package Index”) it can be installed with pip. For example when you execute python -m pip install kivy in a command line, this will automatically find the appropriate wheel on PyPI.

When downloading and installing a wheel directly, use the command python -m pip install <wheel_file_name>, for example:

python -m pip install C:\Kivy-1.9.1.dev-cp27-none-win_amd64.whl
What are nightly wheels

Every day we create a snapshot wheel of the current development version of Kivy (‘nightly wheel’). You can find the development version in the master branch of the Kivy Github repository.

As opposed to the last stable release (which we discussed in the previous section), nightly wheels contain all the latest changes to Kivy, including experimental fixes. For installation instructions, see Pre-release, pre-compiled wheels.

Warning

Using the latest development version can be risky and you might encounter issues during development. If you encounter any bugs, please report them.

A first App

Immerse yourself in the world of Kivy with your first App.

_images/gs-tutorial.png

The Pong Game Tutorial introduces the fundamental design patterns and the application development process. As you follow the tutorial, you will create a simple app. You will also learn how to run the app on your OS. The simple steps in the tutorial introduce elegant, useful concepts that you will use over and over again in app development.

The Pong Game Tutorial is the most important article in the road map. It lays the foundation for the concepts that you will learn more about later. Each of the other articles expands on one of those concepts.

Properties

Kivy introduces a new way of declaring properties within a class. Before:

class MyClass(object):
    def __init__(self):
        super(MyClass, self).__init__()
        self.numeric_var = 1

After, using Kivy’s properties:

class MyClass(EventDispatcher):
    numeric_var = NumericProperty(1)

These properties implement the Observer pattern. They help you to:

  • Easily manipulate widgets defined in the Kv language

  • Automatically observe any changes and dispatch functions/code accordingly

  • Check and validate values

  • Optimize memory management

To use them, you have to declare them at class level. That is, directly in the class, not in any method of the class. A property is a class attribute that will automatically create instance attributes. Each property by default provides an on_<propertyname> event that is called whenever the property’s state/value changes.

Kivy provides the following properties:

NumericProperty, StringProperty, ListProperty, ObjectProperty, BooleanProperty, BoundedNumericProperty, OptionProperty, ReferenceListProperty, AliasProperty, DictProperty, VariableListProperty, ConfigParserProperty, ColorProperty

For an in-depth explanation, take a look at Properties.

Kv Design Language

Kivy provides a design language specifically geared towards easy and scalable GUI Design. The language makes it simple to separate the interface design from the application logic, adhering to the separation of concerns principle. For example:

_images/gs-lang.png

In the above code :

<LoginScreen>:  # every class in your app can be represented by a rule like
                # this in the kv file
    GridLayout: # this is how you add your widget/layout to the parent
                # (note the indentation).
        rows: 2 # this how you set each property of your widget/layout

That’s it, that’s how simple it is to design your GUI in the Kv language. For a more in-depth understanding, please refer to the Kv language documentation.

Events

Kivy is mostly event-based, meaning the flow of the program is determined by events.

Clock events

_images/gs-events-clock.png

The Clock object allows you to schedule a function call in the future as a one-time event with schedule_once(), or as a repetitive event with schedule_interval().

You can also create Triggered events with create_trigger(). Triggers have the advantage of being called only once per frame, even if you have scheduled multiple triggers for the same callback.

Input events

_images/gs-events-input.png

All the mouse click, touch and scroll wheel events are part of the MotionEvent, extended by Input Postprocessing and dispatched through the on_motion event in the Window class. This event then generates the on_touch_down(), on_touch_move() and on_touch_up() events in the Widget.

For an in-depth explanation, have a look at Input management.

Class events

_images/gs-events-class.png

Our base class EventDispatcher, used by Widget, uses the power of our Properties for dispatching changes. This means when a widget changes its position or size, the corresponding event is automatically fired.

In addition, you have the ability to create your own events using register_event_type(), as the on_press and on_release events in the Button widget demonstrate.

Another thing to note is that if you override an event, you become responsible for implementing all its behaviour previously handled by the base class. The easiest way to do this is to call super():

def on_touch_down(self, touch):
    if super().on_touch_down(touch):
        return True
    if not self.collide_point(touch.x, touch.y):
        return False
    print('you touched me!')
    return True

Get more familiar with events by reading the Events and Properties documentation.

Non-widget stuff

Animation is used to change a widget’s properties (size/pos/center etc.) to a target value within a target time. Various transition functions are provided. You can use them to animate widgets and build very smooth UI behaviours.

animation_img

Atlas is a class for managing texture maps, i.e. packing multiple textures into one image. This allows you to reduce the number of images loaded and thus speed up the application start.

atlas_img

Clock provides you with a convenient way to schedule jobs at set time intervals and is preferred over sleep(), which would block the kivy event loop. These intervals can be set relative to the OpenGL drawing instructions, before or after. The Clock also provides you with a way to create triggered events that are grouped together and called only once before the next frame.

  • schedule_once()

  • schedule_interval()

  • unschedule()

  • create_trigger()

UrlRequest is useful for asynchronous requests that do not block the event loop. You can use it to manage the progress of URL requests via callbacks.

Layouts

Layouts are containers used to arrange widgets in a particular manner.

AnchorLayout:

Widgets can be anchored to the ‘top’, ‘bottom’, ‘left’, ‘right’ or ‘center’.

BoxLayout:

Widgets are arranged sequentially, in either a ‘vertical’ or a ‘horizontal’ orientation.

FloatLayout:

Widgets are essentially unrestricted.

RelativeLayout:

Child widgets are positioned relative to the layout.

GridLayout:

Widgets are arranged in a grid defined by the rows and cols properties.

PageLayout:

Used to create simple multi-page layouts, in a way that allows easy flipping from one page to another using borders.

ScatterLayout:

Widgets are positioned similarly to a RelativeLayout, but they can be translated, rotated and scaled.

StackLayout:

Widgets are stacked in a lr-tb (left to right then top to bottom) or tb-lr order.

When you add a widget to a layout, the following properties are used to determine the widget’s size and position, depending on the type of layout:

size_hint: defines the size of a widget as a fraction of the parents size. Values are restricted to the range 0.0 - 1.0 i.e. 0.01 = 1/100th of the parent size (1%) and 1. = same size (100%).

pos_hint: is used to place the widget relative to the parent.

The size_hint and pos_hint are used to calculate a widget’s size and position only if the value(s) are not set to None. If you set these values to None, the layout will not position/size the widget and you can specify the values (x, y, width, height) directly in screen coordinates.

Drawing

Each widget has a canvas, i.e. a place to draw on. The canvas is a group of drawing instructions that should be executed whenever there is a change to the widget’s graphical representation.

You can add two types of instructions to the canvas: context instructions and vertex instructions. You can add instructions either from Python code or from the kv file (the preferred way). If you add them via the kv file, the advantage is that they are automatically updated when any property they depend on changes. In Python, you need to do this yourself.

_images/gs-drawing.png

In both cases, the canvas of MyWidget is re-drawn whenever the position or the size of the widget changes.

You can use the canvas.before or canvas.after groups to separate your instructions based on when you want them to be executed.

For an in-depth look at how Kivy’s graphics are handled, look here.

Packaging

Diving in

To get straight into kivy, take a look at Welcome to Kivy.

Kivy comes with a set of examples (Gallery of Examples) in the kivy_installation/examples directory. You should try modifying/improving/adapting them to your needs.

Browse our wiki for info on related projects, tutorials and snippets.

Understand the basics about Graphics.

Take a look at the built-in Widgets.

Follow the Programming Guide to get even more familiar with kivy.

See how to use different Modules in the modules section, such as the Inspector for live inspection.

Learn how to handle custom Input management.

Familiarize yourself with the Kivy Framework.

Kivy is open source, so you can contribute. Take a look at the Contributing section for guidelines.

Kivy Project

This part of the documentation explains the basic ideas behind Kivy’s design and why you’d want to use it.

Philosophy

In case you are wondering what Kivy is all about and what sets it apart from other solutions, this document is for you.

Why bother?

Why would you want to use Kivy? After all, there are many great toolkits (or frameworks, or platforms) available out there – for free. You have Qt and Flash, to name just two good choices for application development. Many of these numerous solutions already support Multi-Touch, so what is it that makes Kivy special and worth using?

Fresh

Kivy is made for today and tomorrow. Novel input methods such as Multi-Touch have become increasingly important. We created Kivy from scratch, specifically for this kind of interaction. That means we were able to rethink many things in terms of human computer interaction, whereas older (not to mean ‘outdated’, rather ‘well-established’) toolkits carry their legacy, which is often a burden. We’re not trying to force this new approach to using a computer into the corset of existing models (say single-pointer mouse interaction). We want to let it flourish and let you explore the possibilities. This is what really sets Kivy apart.

Fast

Kivy is fast. This applies to both application development and application execution speeds. We have optimized Kivy in many ways. We implement time-critical functionality on the C level to leverage the power of existing compilers. More importantly, we also use intelligent algorithms to minimize costly operations. We also use the GPU wherever it makes sense in our context. The computational power of today’s graphics cards surpasses that of today’s CPUs by far for some tasks and algorithms, especially drawing. That’s why we try to let the GPU do as much of the work as possible, thus increasing performance considerably.

Flexible

Kivy is flexible. This means it can be run on a variety of different devices, including iOS and Android powered smartphones and tablets. We support all major operating systems (Windows, Linux, macOS, BSD). Being flexible also means that Kivy’s fast-paced development allows it to *adapt to new technologies quickly. More than once have we added support for new external devices and software protocols, sometimes even before they were released. Lastly, Kivy is also flexible in that it is possible to use it in combination with a great number of different third-party solutions. For example, on Windows we support WM_TOUCH, which means that any device that has Windows 7 Pen & Touch drivers will just work with Kivy. On macOS you can use Apple’s Multi-Touch capable devices, such as trackpads and mice. On Linux and *BSD, you can use HID kernel input events. In addition to that, we support TUIO (Tangible User Interface Objects) and a number of other input sources.

Focused

Kivy is focused. You can write a simple application with a few lines of code. Kivy programs are created using the Python programming language, which is incredibly versatile and powerful, yet easy to use. In addition, we created our own description language, the Kivy Language, for creating sophisticated user interfaces. This language allows you to set up, connect and arrange your application elements quickly. We feel that allowing you to focus on the essence of your application is more important than forcing you to fiddle with compiler settings. We took that burden off your shoulders.

Funded

Kivy is actively developed by professionals in their field. Kivy is a community-influenced, professionally developed and commercially backed solution. Some of our core developers develop Kivy for a living. Kivy is here to stay. It’s not a small, vanishing student project.

Free

Kivy is free to use. You don’t have to pay for it. You don’t even have to pay for it if you’re making money out of selling an application that uses Kivy.

Contributing

There are many ways in which you can contribute to Kivy. Code patches are just one thing amongst others that you can submit to help the project. We also welcome feedback, bug reports, feature requests, documentation improvements, advertisement & advocating, testing, graphics contributions and many other ideas. Just talk to us if you want to help, and we will help you help us.

Discussions

Discussions around Kivy development happens on Github’s issues and pull requests for specific things. For things that don’t fit in either, discussions happen on the #dev Discord channel, and on the kivy-dev google group. Please come ask for guidance if you are unsure about how to contribute, or you want confirmation about your ideas fitting in the project before working on them. If you want to ask for — or contribute — support, you can join the #support Discord channel, and the kivy-users google group.

Code of Conduct

In the interest of fostering an open and welcoming community, we as contributors and maintainers need to ensure participation in our project and our sister projects is a harassment-free and positive experience for everyone.

As such, it is vital that all interaction is conducted in a manner conveying respect, open-mindedness and gratitude. For a more comprehensive discussion of these guidelines, please refer to the Contributor Covenant. This document provides an accurate description of what is expected of you, both as a core developer or a first time contributor.

Feedback

This is by far the easiest way to contribute something. If you’re using Kivy for your own project, don’t hesitate sharing. It doesn’t have to be a high-class enterprise app, obviously. It’s just incredibly motivating to know that people use the things you develop and what it enables them to do. If you have something that you would like to tell us, please don’t hesitate. Screenshots and videos are also very welcome! We’re also interested in the problems you had when getting started. Please feel encouraged to report any obstacles you encountered such as missing documentation, misleading directions or similar. We are perfectionists, so even if it’s just a typo, let us know.

Reporting an Issue

If you found anything wrong, a crash, segfault, missing documentation, invalid spelling or just weird examples, please take 2 minutes to report the issue.

  1. Move your logging level to debug by editing <user_directory>/.kivy/config.ini:

    [kivy]
    log_level = debug
    
  2. Execute your code again, and copy/paste the complete output to http://gist.github.com/, including the log from Kivy and the python backtrace.

  3. Open https://github.com/kivy/kivy/issues/

  4. Set the title of your issue

  5. Explain exactly what to do to reproduce the issue and paste the link of the output posted on http://gist.github.com/

  6. Validate the issue and you’re done!

If you are feeling up to it, you can also try to resolve the bug, and contribute by sending us the patch :) Read the next section to find out how to do this.

Code Contributions

Code contributions (patches, new features) are the most obvious way to help with the project’s development. Since this is so common we ask you to follow our workflow to most efficiently work with us. Adhering to our workflow ensures that your contribution won’t be forgotten or lost. Also, your name will always be associated with the change you made, which basically means eternal fame in our code history (you can opt-out if you don’t want that).

Coding style
  • If you haven’t done it yet, read the PEP8 about coding style in python.

  • Activate the pep8 and other basic checks on git commits like this:

    make hook
    

This will pass the code added to the git staging zone (about to be committed) through a checker program when you do a commit, and ensure that you didn’t introduce style errors. If you did, the commit will be rejected: please correct the errors and try again.

The checker used is pre-commit. If you need to skip a particular check see documentation, TLDR being that putting SKIP=hookname in front of git commit will skip that hook, the name of the offending hook is shown when it fails.

Performance
  • take care of performance issues: read Python performance tips

  • cpu intensive parts of Kivy are written in cython: if you are doing a lot of computation, consider using it too.

Git & GitHub

We use git as our version control system for our code base. If you have never used git or a similar DVCS (or even any VCS) before, we strongly suggest you take a look at the great documentation that is available for git online. The Git Community Book or the Git Videos are both great ways to learn git. Trust us when we say that git is a great tool. It may seem daunting at first, but after a while you’ll (hopefully) love it as much as we do. Teaching you git, however, is well beyond the scope of this document.

Also, we use GitHub to host our code. In the following we will assume that you have a (free) GitHub account. While this part is optional, it allows for a tight integration between your patches and our upstream code base. If you don’t want to use GitHub, we assume you know what you are doing anyway.

Code Workflow

So here is the initial setup to begin with our workflow (you only need to do this once to install Kivy). Basically you follow the installation instructions from Development install, but you don’t clone our repository, you fork it. Here are the steps:

  1. Log in to GitHub

  2. Create a fork of the Kivy repository by clicking the fork button.

  3. Clone your fork of our repository to your computer. Your fork will have the git remote name ‘origin’ and you will be on branch ‘master’:

    git clone https://github.com/username/kivy.git
    
  4. Compile and set up PYTHONPATH or install (see Development install).

  5. Install our pre-commit hook that ensures your code doesn’t violate our styleguide by executing make hook from the root directory of your clone. This will run our styleguide check whenever you do a commit, and if there are violations in the parts that you changed, your commit will be aborted. Fix & retry.

  6. Add the kivy repo as a remote source:

    git remote add kivy https://github.com/kivy/kivy.git
    

Now, whenever you want to create a patch, you follow the following steps:

  1. See if there is a ticket in our bug tracker for the fix or feature and announce that you’ll be working on it if it doesn’t yet have an assignee.

  2. Create a new, appropriately named branch in your local repository for that specific feature or bugfix. (Keeping a new branch per feature makes sure we can easily pull in your changes without pulling any other stuff that is not supposed to be pulled.):

    git checkout -b new_feature
    
  3. Modify the code to do what you want (e.g. fix it).

  4. Test the code. Try to do this even for small fixes. You never know whether you have introduced some weird bug without testing.

  5. Do one or more minimal, atomic commits per fix or per feature. Minimal/Atomic means keep the commit clean. Don’t commit other stuff that doesn’t logically belong to this fix or feature. This is not about creating one commit per line changed. Use git add -p if necessary.

  6. Give each commit an appropriate commit message, so that others who are not familiar with the matter get a good idea of what you changed.

  7. Once you are satisfied with your changes, pull our upstream repository and merge it with you local repository. We can pull your stuff, but since you know exactly what’s changed, you should do the merge:

    git pull kivy master
    
  8. Push your local branch into your remote repository on GitHub:

    git push origin new_feature
    
  9. Send a Pull Request with a description of what you changed via the button in the GitHub interface of your repository. (This is why we forked initially. Your repository is linked against ours.)

Warning

If you change parts of the code base that require compilation, you will have to recompile in order for your changes to take effect. The make command will do that for you (see the Makefile if you want to know what it does). If you need to clean your current directory from compiled files, execute make clean. If you want to get rid of all files that are not under version control, run make distclean (Caution: If your changes are not under version control, this command will delete them!)

Now we will receive your pull request. We will check whether your changes are clean and make sense (if you talked to us before doing all of this we will have told you whether it makes sense or not). If so, we will pull them and you will get instant karma. Congratulations, you’re a hero!

Documentation Contributions

Documentation contributions generally follow the same workflow as code contributions, but are just a bit more lax.

  1. Following the instructions above,

    1. Fork the repository.

    2. Clone your fork to your computer.

    3. Setup kivy repo as a remote source.

  2. Install python-sphinx. (See docs/README for assistance.)

  3. Use ReStructuredText_Markup to make changes to the HTML documentation in docs/sources.

To submit a documentation update, use the following steps:

  1. Create a new, appropriately named branch in your local repository:

    git checkout -b my_docs_update
    
  2. Modify the documentation with your correction or improvement.

  3. Re-generate the HTML pages, and review your update:

    make html
    
  4. Give each commit an appropriate commit message, so that others who are not familiar with the matter get a good idea of what you changed.

  5. Keep each commit focused on a single related theme. Don’t commit other stuff that doesn’t logically belong to this update.

  6. Push to your remote repository on GitHub:

    git push
    
  7. Send a Pull Request with a description of what you changed via the button in the GitHub interface of your repository.

We don’t ask you to go through all the hassle just to correct a single typo, but for more complex contributions, please follow the suggested workflow.

Docstrings

Every module/class/method/function needs a docstring, so use the following keywords when relevant:

  • .. versionadded:: to mark the version in which the feature was added.

  • .. versionchanged:: to mark the version in which the behaviour of the feature was changed.

  • .. note:: to add additional info about how to use the feature or related feature.

  • .. warning:: to indicate a potential issue the user might run into using the feature.

Examples:

def my_new_feature(self, arg):
    """
    New feature is awesome

    .. versionadded:: 1.1.4

    .. note:: This new feature will likely blow your mind

    .. warning:: Please take a seat before trying this feature
    """

Will result in:

def my_new_feature(self, arg):

New feature is awesome

New in version 1.1.4.

Note

This new feature will likely blow your mind

Warning

Please take a seat before trying this feature

When referring to other parts of the api use:

  • :mod:`~kivy.module` to refer to a module

  • :class:`~kivy.module.Class` to refer to a class

  • :meth:`~kivy.module.Class.method` to refer to a method

  • :doc:`api-kivy.module` to refer to the documentation of a module (same for a class and a method)

Obviously replacing module Class and method with their real name, and using using ‘.’ to separate modules referring to imbricated modules, e.g:

:mod:`~kivy.uix.floatlayout`
:class:`~kivy.uix.floatlayout.FloatLayout`
:meth:`~kivy.core.window.WindowBase.toggle_fullscreen`
:doc:`/api-kivy.core.window`

Will result in:

:doc: and :mod: are essentially the same, except for an anchor in the url which makes :doc: preferred for the cleaner url.

To build your documentation, run:

make html

If you updated your kivy install, and have some trouble compiling docs, run:

make clean force html

The docs will be generated in docs/build/html. For more information on docstring formatting, please refer to the official Sphinx Documentation.

Unit tests contributions

For the testing team, we have the document Unit tests that explains how Kivy unit tests work and how you can create your own. Use the same approach as the Code Workflow to submit new tests.

Unit tests

Tests are located in the kivy/tests folder. If you find a bug in Kivy, a good thing to do can be to write a minimal case showing the issue and to ask core devs if the behaviour shown is intended or a real bug. If you write your code as a unittest , it will prevent the bug from coming back unnoticed in the future, and will make Kivy a better, stronger project. Writing a unittest may be a really good way to get familiar with Kivy while doing something useful.

Unit tests are separated into two cases:

  • Non graphical unit tests: these are standard unit tests that can run in a console

  • Graphical unit tests: these need a GL context, and if requested, work via image comparison

To be able to run unit tests, you need to install pytest (https://pytest.org/), and coverage (http://nedbatchelder.com/code/coverage/). You can use pip for that:

sudo pip install pytest coverage

Then, in the kivy directory:

make test
How it works

All the tests are located in kivy/tests, and the filename starts with test_<name>.py. Pytest will automatically gather all the files and classes inside this folder, and use them to generate test cases.

To write a test, create a file that respects the previous naming, then start with this template:

import unittest

class XXXTestCase(unittest.TestCase):

    def setUp(self):
        # import class and prepare everything here.
        pass

    def test_YYY(self):
        # place your test case here
        a = 1
        self.assertEqual(a, 1)

Replace XXX with an appropriate name that covers your tests cases, then replace ‘YYY’ with the name of your test. If you have any doubts, check how the other tests have been written.

Then, to execute them, just run:

make test

If you want to execute that file only, you can run:

pytest kivy/tests/test_yourtestcase.py

or include this simple unittest.main() call at the end of the file and run the test with python test_yourtestcase.py:

if __name__ == '__main__':
    unittest.main()
Graphical unit tests

While simple unit tests are fine and useful to keep things granular, in certain cases we need to test Kivy after the GL Window is created to interact with the graphics, widgets and to test more advanced stuff such as widget, modules, various cases of input and interaction with everything that becomes available only after the Window is created and Kivy properly initialized.

These tests are executed the same way like the ordinary unit tests i.e. either with pytest or via unittest.main().

Here are two similar examples with different approaches of running the app. In the first one you are setting up the required stuff manually and the tearDown() of the GraphicUnitTest may only attempt to clean it after you:

from kivy.tests.common import GraphicUnitTest

class MyTestCase(GraphicUnitTest):

    def test_runtouchapp(self):
        # non-integrated approach
        from kivy.app import runTouchApp
        from kivy.uix.button import Button

        button = Button()
        runTouchApp(button)

        # get your Window instance safely
        from kivy.base import EventLoop
        EventLoop.ensure_window()
        window = EventLoop.window

        # your asserts
        self.assertEqual(window.children[0], button)
        self.assertEqual(
            window.children[0].height,
            window.height
        )

In the second test case both setUp() and tearDown() work together with GraphicUnitTest.render(). This is the basic setup it does automatically:

  • Window is sized to 320 x 240 px

  • Only the default Config is used during the test, it’s restricted with the KIVY_USE_DEFAULTCONFIG environment variable

  • Any input (mouse/touch/…) is removed and if you need to test it, either mock it or manually add it

  • Window’s canvas is cleared before displaying any widget tree

Warning

Do NOT use absolute numbers in your tests to preserve the functionality across the all resolutions. Instead, use e.g. relative position or size and multiply it by the Window.size in your test.

from kivy.tests.common import GraphicUnitTest, UnitTestTouch

class MyTestCase(GraphicUnitTest):

    def test_render(self):
        from kivy.uix.button import Button

        # with GraphicUnitTest.render() you basically do this:
        # runTouchApp(Button()) + some setup before
        button = Button()
        self.render(button)

        # get your Window instance safely
        from kivy.base import EventLoop
        EventLoop.ensure_window()
        window = EventLoop.window

        touch = UnitTestTouch(
            *[s / 2.0 for s in window.size]
        )

        # bind something to test the touch with
        button.bind(
            on_release=lambda instance: setattr(
                instance, 'test_released', True
            )
        )

        # then let's touch the Window's center
        touch.touch_down()
        touch.touch_up()
        self.assertTrue(button.test_released)


if __name__ == '__main__':
    import unittest
    unittest.main()

Note

Make sure you check the source of kivy.tests.common before writing comprehensive test cases.

GL unit tests

GL unit test are more difficult. You must know that even if OpenGL is a standard, the output/rendering is not. It depends on your GPU and the driver used. For these tests, the goal is to save the output of the rendering at frame X, and compare it to a reference image.

Currently, images are generated at 320x240 pixels, in png format.

Note

Currently, image comparison is done per-pixel. This means the reference image that you generate will only be correct for your GPU/driver. If somebody can implement image comparison with “delta” support, patches are welcome :)

To execute GL unit tests, you need to create a directory:

mkdir kivy/tests/results
KIVY_UNITTEST_SCREENSHOTS=1 make test

The results directory will contain all the reference images and the generated images. After the first execution, if the results directory is empty, no comparison will be done. It will use the generated images as reference. After the second execution, all the images will be compared to the reference images.

A html file is available to show the comparison before/after the test, and a snippet of the associated unit test. It will be generated at:

kivy/tests/build/index.html

Note

The build directory is cleaned after each call to make test. If you don’t want that, just use pytest command.

Writing GL Unit tests

The idea is to create a root widget, as you would do in build(), or in kivy.base.runTouchApp(). You’ll give that root widget to a rendering function which will capture the output in X frames.

Here is an example:

from kivy.tests.common import GraphicUnitTest

class VertexInstructionTestCase(GraphicUnitTest):

    def test_ellipse(self):
        from kivy.uix.widget import Widget
        from kivy.graphics import Ellipse, Color
        r = self.render

        # create a root widget
        wid = Widget()

        # put some graphics instruction on it
        with wid.canvas:
            Color(1, 1, 1)
            self.e = Ellipse(pos=(100, 100), size=(200, 100))

        # render, and capture it directly
        r(wid)

        # as alternative, you can capture in 2 frames:
        r(wid, 2)

        # or in 10 frames
        r(wid, 10)

Each call to self.render (or r in our example) will generate an image named as follows:

<classname>_<funcname>-<r-call-count>.png

r-call-count represents the number of times that self.render is called inside the test function.

The reference images are named:

ref_<classname>_<funcname>-<r-call-count>.png

You can easily replace the reference image with a new one if you wish.

Coverage reports

Coverage is based on the execution of previous tests. Statistics on code coverage are automatically calculated during execution. You can generate an html report of the coverage with the command:

make cover

Then, open kivy/htmlcov/index.html with your favorite web browser.

GSOC

Google Summer of Code - 2017
Introduction

Kivy is a cross-platform, business friendly, GPU accelerated open source Python library for rapid development of applications that make use of innovative user interfaces, such as multi-touch apps.

The Kivy Organization oversees several major projects:

  • The Kivy GUI Library

  • The Python-For-Android compilation tool.

  • The Kivy-iOS compilation tool.

  • The PyJNIus library for interfacing with Java from Python.

  • The PyOBJus library for interfacing with Objective-C from Python.

  • The Plyer platform-independent Python wrapper for platform dependent APIs.

  • Buildozer - A generic Python packager for Android, iOS, and desktop.

  • KivEnt - A 2d Game Engine that provides optimized methods of handling large amounts of dynamic visual data.

  • Kivy Designer - A graphical GUI designer for Kivy built in Kivy.

Altogether, these projects allow the user to create applications for every major operating system that make use of any native APIs present. Our goal is to enable development of Python applications that run everywhere off the same codebase and make use of platform dependent APIs and features that users of specific operating systems have come to expect.

Depending on which project you choose you may need to know Cython, OpenGL ES2, Java, Objective-C, or C in addition to Python. We make heavy use of Cython and OpenGL for computational and graphics performance where it matters, and the other languages are typically involved in accessing OS or provider level APIs.

We are hoping to participate in Google Summer of Code 2017. This page showcases some ideas for GSoC projects and corresponding guidelines for students contributing to the Kivy Framework.

Requirements

It is assumed that the incoming student meets some basic requirements as highlighted here:

  • Intermediate level familiarity with Python.

  • Comfortable with git and github (Kivy and its sister projects are all managed on github) If you have never used github before you may be interested in this tutorial.

  • Comfortable with event driven programming.

  • Has suitable tools/environment for Kivy or the sister project you are going to work on. For example to be able to work on PyOBJus you would need access to an iOS device, OS X with Xcode and a developer license, to work on PyJNIus you would need an Android device, and to work on plyer you would need access to hardware for both platforms.

Additional desired skills may be listed with specific projects.

Familiarize yourself with the contribution guide We can help you get up to speed, however students demonstrating ability in advance will be given preference.

How to get started

For Kivy, the easiest way is to follow the installation instructions for the development version for your specific platform:

http://kivy.org/docs/installation/installation.html#development-version

For the rest it’s usually sufficient to install the relevant project from git and add it to your PYTHONPATH.

e.g. for PyJNIus:

git clone http://github.com/kivy/pyjnius
export PYTHONPATH=/path/to/pyjnius:$PYTHONPATH
Project Ideas

Here are some prospective ideas sourced from the Kivy development team, if none of these projects interest you come talk to us in #kivy-dev about a project idea of your own.

Beginner Projects

These projects should be suitable for anyone with a college level familiarity with Python and require little knowledge of platform specifics.

Intermediate Projects

These projects may involve cursory level knowledge of several OS level details, some OpenGL interaction, or other topics that may be a bit out of the wheelhouse of the average Pythonista.

Plyer:

Description:

Plyer is a platform-independent Python API to use features commonly found on the desktop and mobile platforms supported by Kivy. The idea is to provide a stable API to the user for accessing features of their desktop or mobile device.

The student would replace some .java code currently in the p4a project to a more appropriate place in Plyer. In addition, the student would work on improving access to platform specific features through Plyer, including accessibility, Bluetooth Low Energy, accessing and editing contacts, sharing, NFC, in-app browser, Wi-Fi (enable, disable, access to Wi-Fi services (Wi-Fi direct, network accessibility, current IP info on network etc.), Camera capture (video), camera display, Google Play integration, launch phone call interface, sms interface, geolocation, interaction with notifications, internationalization (I18N), and all the missing platform implementations from existing features.

Under the hood you’ll use PyJNIus on Android, PyOBJus on OS X and iOS, ctypes on Windows, and native APIs on Linux. This probably would also include improving PyOBJus and PyJNIus to handle interfaces that they can’t right now.

References:
Expected outcome:

A successful outcome would include moving the Java/PyOBJus code from p4a/kivy-ios to plyer and implementing some or all of the new facades to be decided with the student.

  • Mentors: Akshay Arora

  • Requirements: Access to Linux, Windows, OS X, iOS device, Android device.

  • Task level: Intermediate

  • Desired Skills: Familiarity with PyJNIus, PyOBJus.

Font Reshaping and Font Fallback Support

Description:

Currently Kivy does not support reshaping for alphabets such as Arabic, Persian, Thai, or Devanagari. The solution is to integrate a text shaping and layout engine (Pango and Harfbuzz). You would need to ensure that Pango and Harfbuzz can be compiled on every platform, and integrate it as a core text provider.

The second part of the same project would involve font fallback support. If a particular character/glyph is missing, currently we show a [] box. The solution for this would involve either using an OS API if available or maintaining a hashtable for the default fonts on each OS which can be used for glyph fallback.

References:
Expected outcome:

Font fallback and text reshaping support in Kivy, compilation recipes for Python-For-Android and packaging on desktop platforms.

  • Mentors: Akshay Arora, Jacob Kovac, Matthew Einhorn

  • Requirements: Access to a desktop OS and ideally at least one mobile platform

  • Task level: Intermediate

  • Desired Skills: Familiarity with text rendering, Pango, HarfBuzz and Kivy’s provider abstraction.

Advanced Projects

These projects may involve very in-depth knowledge of Kivy’s existing internals, the hairy details of cross-platform compilation, or other fairly advanced topics. If you are comfortable with the internals of Python, working with C code, and using Cython to build your own C extensions these projects may appeal to you.

Kivent: Chipmunk 7 Integration

Description:

KivEnt is a modular entity-component based game engine built on top of Kivy. KivEnt provides a highly performant approach to building games in Python that avoids some of the worst overhead of Python using specialized Cython constructs.

At the moment, KivEnt internally makes use of the cymunk library (https://github.com/tito/cymunk) for physics simulation and collision detection. Cymunk is based on Chipmunk2d 6.x, recently Chipmunk 7 has released and brought many previously premium features into the core library. In addition to the API changes present in the newest Chipmunk, the KivEnt - Cymunk bridging does not make most efficient use of the KivEnt API for handling C level objects and data. The student will be responsible for creating a new wrapper over Chipmunk2d 7 that better matches KivEnt’s approach to handling game data.

References:
Expected Outcome:

A successful outcome involves a new kivent_tiled module being released for the KivEnt game engine.

  • Mentors: Jacob Kovac

  • Requirements: Access to at least one Kivy platform.

  • Task level: Advanced

  • Desired Skills: Familiarity with Cython, Python, and game dev related math concepts.

KV Compiler: A compiler for the KV language

Description:

The KV language is a fundamental component of Kivy. The KV language allows one to describe a GUI; from the creation of a Widget tree to the actions that should be taken in response value changes and events. In effect it is a concise way to create rule bindings using the Kivy properties and events. Internally, python code that reflects these rules are created and bound to the properties and events. Currently, these bindings are not at all optimized because upon each widget creation all of these rules are re-evaluated and bound. This process can be significantly optimized by pre-compiling the kv code, especially the bindings. A compiler would also allow us to update and fix some of the long-standing kv language issues.

Work on a kv-compiler has already progressed quite far, in fact a PR in the pre-alpha stage, is currently open. However, it is out of sync with the current codebase due to some unrelated kv changes in the meantime. Also, that PR would require a significant re-write to make things more modular, self-contained, and extensible. So there is much work still to be done on it.

Theming has also been a prepatual issue in Kivy, a KV compiler may help implement bindings that facilitate theming.

References:
Expected Outcome:

A successful outcome would be a compiler which compiles kv code into python code. The compiler should be modular and extensible so that we can continue to improve the kv language. The compiler should have the common debug/optimization options. The compiled code should also be human readable so issues could be traced back to the original kv code. The compiler should also be a drop in replacement for the current KV runtime compiler, and would require extensive testing.

  • Mentors: Matthew Einhorn

  • Requirements: Access to at least one Kivy platform.

  • Task level: Advanced

  • Desired Skills: Familiarity with Cython, Python, and Kivy. Familiarity with typical computer science concepts and data structures is also desired.

How to Contact devs

All communication must happen via public channels, private emails and Discord private messages are discouraged.

Ask your questions on the Kivy Users forum https://groups.google.com/group/kivy-users or send a mail at kivy-users@googlegroups.com

Make sure to join the kivy-dev user group too: https://groups.google.com/forum/#!forum/kivy-dev.

You can also try to contact us on Discord, to get the Discord handles of the devs mentioned above visit https://kivy.org/#aboutus.

Make sure to read the Discord rules before connecting. Connect to Discord.

Most of our developers are located in Europe, India, and North America so keep in mind typical waking hours for these areas.

How to be a good student

If you want to participate as a student and want to maximize your chances of being accepted, start talking to us today and try fixing some smaller problems to get used to our workflow. If we know you can work well with us, you will have much better chances of being selected.

Here’s a checklist:

  • Make sure to read through the website and at least skim the documentation.

  • Look at the source code.

  • Read our contribution guidelines.

  • Make a contribution! Kivy would like to see how you engage with the development process. Take a look at the issue tracker for a Kivy project that interests you and submit a Pull Request. It can be a simple bug or a documentation change. We are looking to get a feel for how you work, not evaluating your capabilities. Don’t worry about trying to pick something to impress us.

  • Pick an idea that you think is interesting from the ideas list or come up with your own idea.

  • Do some research yourself. GSoC is about give and take, not just one sided interaction. It is about you trying to achieve agreed upon goals with our support. The main driving force in this should be, obviously, yourself. Many students pop up and ask what they should do. You should base that decision on your interests and your skills. Show us you’re serious about it and take the initiative.

  • Write a draft proposal about what you want to do. Include what you understand the current state of the project to be, what you would like to improve, how, etc.

  • Discuss that proposal with us in a timely manner. Get feedback.

  • Be patient! Especially on Discord. We will try to get to you if we’re available. If not, send an email and just wait. Most questions are already answered in the docs or somewhere else and can be found with some research. Your questions should reflect that you’ve actually thought through what you’re asking and done some rudimentary research.

  • Most of all don’t forget to have fun and interact with the community. The community is as big a part of Open Source as the code itself.

What to expect if you are chosen
  • All students should join the #support and the #dev Discord channels daily, this is how the development team communicates both internally and with the users.

  • You and your mentors will agree on two week milestones for the duration of the summer.

  • Development will occur in your fork of the master branch of Kivy, we expect you to submit at least one PR a week from your branch into a branch reserved for you in the primary repo. This will be your forum for reporting progress as well as documenting any struggles you may have encountered.

  • Missing 2 weekly PR or 2 milestones will result in your failure unless there have been extenuating circumstances. If something comes up, please inform your mentors as soon as possible. If a milestone seems out of reach we will work with you to reevaluate the goals.

  • Your changes will be merged into master once the project has been completed and we have thoroughly tested on every platform that is relevant.

FAQ

There are a number of questions that repeatedly need to be answered. The following document tries to answer some of them.

Technical FAQ

Unable to get a Window, abort.

If Kivy cannot instantiate a Window core provider (mostly SDL2), you’ll see this. The underlying issue depends on many things:

  • Check your installation. Twice.

  • Check that your graphics driver support OpenGL 2.1 at the minimum. Otherwise, Kivy can’t run.

  • If you use windows and ANGLE (KIVY_GL_BACKEND=angle_sdl2), check that you have DirectX 9 support.

  • If your platform doesn’t supports OpenGL, SDL2 cannot initialize OpenGL.

  • Don’t mix the architecture of the dependencies (e.g. Python 64-bit and 32-bit extensions/SDL2)

  • Don’t mix python installation: e.g. if you have Python and Anaconda installed, the Python actually run may be different than you think. Similarly, if you have multiple Python versions available on the PATH, they may clash.

  • Check your PATH to ensure that other programs in it don’t provide the same dlls as Kivy/Python, or bad stuff can happen.

    • This commonly happens if some other program that uses similar dependencies as Kivy adds itself to the PATH so that Kivy’s dependencies clash with theirs.

    • Please read this and this for more details on PATH.

    • The best tool to troubleshoot this is with Dependency Walker explained here and here.

    • But ensure that you’re launching it from the identical environment that you start Python.

  • Ensure you have all dependencies installed (like kivy_deps.sdl2).

  • Maybe your drivers have some missing OpenGL symbols? Try to switch to another graphics backend with KIVY_GL_BACKEND.

  • Maybe your Pycharm configuration is incorrect.

Fatal Python error: (pygame parachute) Segmentation Fault

Most of time, this issue is due to the usage of old graphics drivers. Install the latest graphics driver available for your graphics card, and it should be ok.

If not, this means you have probably triggered some OpenGL code without an available OpenGL context. If you are loading images, atlases, using graphics instructions, you must spawn a Window first:

# method 1 (preferred)
from kivy.base import EventLoop
EventLoop.ensure_window()

# method 2
from kivy.core.window import Window

If not, please report a detailed issue on github by following the instructions in the Reporting an Issue section of the Contributing documentation. This is very important for us because that kind of error can be very hard to debug. Give us all the information you can give about your environment and execution.

undefined symbol: glGenerateMipmap

You graphics card or its drivers might be too old. Update your graphics drivers to the latest available version and retry.

ImportError: No module named event

If you use Kivy from our development version, you must compile it before using it. In the kivy directory, do:

make force

Android FAQ

Crash on touch interaction on Android 2.3.x

There have been reports of crashes on Adreno 200/205 based devices. Apps otherwise run fine but crash when interacted with/through the screen.

These reports also mentioned the issue being resolved when moving to an ICS or higher ROM.

Is it possible to have a kiosk app on android 3.0 ?

Thomas Hansen have wrote a detailed answer on the kivy-users mailing list:

Basically, you need to root the device, remove the SystemUI package, add some lines to the xml configuration, and you’re done.

What’s the difference between python-for-android from Kivy and SL4A?

Despite having the same name, Kivy’s python-for-android is not related to the python-for-android project from SL4A, Py4A, or android-python27. They are distinctly different projects with different goals. You may be able to use Py4A with Kivy, but no code or effort has been made to do so. The Kivy team feels that our python-for-android is the best solution for us going forward, and attempts to integrate with and support Py4A is not a good use of our time.

Project FAQ

Why do you use Python? Isn’t it slow?

Let us try to give a thorough answer; please bear with us.

Python is a very agile language that allows you to do many things in a (by comparison) short time. For many development scenarios, we strongly prefer writing our application quickly in a high-level language such as Python, testing it, then optionally optimizing it.

But what about speed? If you compare execution speeds of implementations for a certain set of algorithms (esp. number crunching) you will find that Python is a lot slower than say, C++. Now you may be even more convinced that it’s not a good idea in our case to use Python. Drawing sophisticated graphics (and we are not talking about your grandmother’s OpenGL here) is computationally quite expensive and given that we often want to do that for rich user experiences, that would be a fair argument. But, in virtually every case your application ends up spending most of the time (by far) executing the same part of the code. In Kivy, for example, these parts are event dispatching and graphics drawing. Now Python allows you to do something to make these parts much faster.

By using Cython, you can compile your code down to the C level, and from there your usual C compiler optimizes things. This is a pretty pain free process and if you add some hints to your code, the result becomes even faster. We are talking about a speed up in performance by a factor of anything between 1x and up to more than 1000x (greatly depends on your code). In Kivy, we did this for you and implemented the portions of our code, where efficiency really is critical, on the C level.

For graphics drawing, we also leverage today’s GPUs which are, for some tasks such as graphics rasterization, much more efficient than a CPU. Kivy does as much as is reasonable on the GPU to maximize performance. If you use our Canvas API to do the drawing, there is even a compiler that we invented which optimizes your drawing code automatically. If you keep your drawing mostly on the GPU, much of your program’s execution speed is not determined by the programming language used, but by the graphics hardware you throw at it.

We believe that these (and other) optimizations that Kivy does for you already make most applications fast enough by far. Often you will even want to limit the speed of the application in order not to waste resources. But even if this is not sufficient, you still have the option of using Cython for your own code to greatly speed it up.

Trust us when we say that we have given this very careful thought. We have performed many different benchmarks and come up with some clever optimizations to make your application run smoothly.

Does Kivy support Python 3.x?

Yes! Kivy 2.2.0 officially supports Python versions 3.7 - 3.11.

As of version 2.0.0 Kivy dropped support for Python 2. You can still use older versions with Python 2 support.

Python 3 is also supported by python-for-android and kivy-ios.

Do you accept patches?

Yes, we love patches. In order to ensure a smooth integration of your precious changes however, please make sure to read our contribution guidelines. Obviously we don’t accept every patch. Your patch has to be consistent with our styleguide and, more importantly, make sense. It does make sense to talk to us before you come up with bigger changes, especially new features.

Does the Kivy project participate in Google’s Summer of Code ?

Potential students ask whether we participate in GSoC. The clear answer is: Indeed. :-)

If you want to participate as a student and want to maximize your chances of being accepted, start talking to us today and try fixing some smaller (or larger, if you can ;-) problems to get used to our workflow. If we know you can work well with us, that’d be a big plus.

Here’s a checklist:

  • Make sure to read through the website and at least skim the documentation.

  • Look at the source code.

  • Read our contribution guidelines.

  • Pick an idea that you think is interesting from the ideas list (see link above) or come up with your own idea.

  • Do some research yourself. GSoC is not about us teaching you something and you getting paid for that. It is about you trying to achieve agreed upon goals by yourself with our support. The main driving force in this should be, obviously, yourself. Many students come up and ask what they should do. Well, we don’t know because we know neither your interests nor your skills. Show us you’re serious about it and take initiative.

  • Write a draft proposal about what you want to do. Include what you understand the current state is (very roughly), what you would like to improve and how, etc.

  • Discuss that proposal with us in a timely manner. Get feedback.

  • Be patient! Especially on Discord. We will try to get to you if we’re available. If not, send an email and just wait. Most questions are already answered in the docs or somewhere else and can be found with some research. If your questions don’t reflect that you’ve actually thought through what you’re asking, it might not be well received.

Good luck! :-)

Contact Us

You can contact us in several different ways:

Issue Tracker

If you have found an issue with the code or have a feature request, please see our issue tracker. If there is no issue yet that matches your inquiry, feel free to create a new one. Please make sure you receive the mails that github sends if we comment on the issue in case we need more information. For bugs, please provide all the information necessary, like the operating system you’re using, the full error message or any other logs, a description of what you did to trigger the bug and what the actual bug was, as well as anything else that might be of interest. Obviously, we can only help if you tell us precisely what the actual problem is.

Mail

For users of our framework, there is a mailing list for support inquiries on the kivy-users Google Group. Use this list if you have issues with your Kivy-based app. We also have a mailing list for matters that deal with development of the actual Kivy framework code on the kivy-dev Google Group.

Discord

Kivy on Discord at https://chat.kivy.org

Discord is great for real-time communication, but please make sure to wait after you asked your question. If you just join, ask and quit we have no way of knowing who you were and where we’re supposed to send our answer. Also, keep in mind we’re mostly based in Europe, so take into account any timezone issues. If you’re unlucky more than once, try the mailing list.

If you don’t have the Discord app, you can also use Discord’s web client, but please, don’t leave too soon. Just make sure to ask on the support channels.

Please read our Community Guidelines before asking for help on the mailing list or Discord channel.

Programming Guide

Kivy Basics

Installation of the Kivy environment

Kivy depends on many libraries, such as SDL2, gstreamer, PIL, Cairo, and more. They are not all required, but depending on the platform you’re working on, they can be a pain to install. To ease your development process, we provide pre-packaged binaries for Windows, macOS and Linux.

Have a look at one of these pages for detailed installation instructions:

Alternatively, instructions for the development version can be found here:

Create an application

Creating a kivy application is as simple as:

  • sub-classing the App class

  • implementing its build() method so it returns a Widget instance (the root of your widget tree)

  • instantiating this class, and calling its run() method.

Here is an example of a minimal application:

import kivy
kivy.require('2.1.0') # replace with your current kivy version !

from kivy.app import App
from kivy.uix.label import Label


class MyApp(App):

    def build(self):
        return Label(text='Hello world')


if __name__ == '__main__':
    MyApp().run()

You can save this to a text file, main.py for example, and run it.

Kivy App Life Cycle

First off, let’s get familiar with the Kivy app life cycle.

_images/Kivy_App_Life_Cycle.png

As you can see above, for all intents and purposes, our entry point into our App is the run() method, and in our case that is “MyApp().run()”. We will get back to this, but let’s start from the line:

from kivy.app import App

It’s required that the base Class of your App inherits from the App class. It’s present in the kivy_installation_dir/kivy/app.py.

Note

Go ahead and open up that file if you want to delve deeper into what the Kivy App class does. We encourage you to open the code and read through it. Kivy is based on Python and uses Sphinx for documentation, so the documentation for each class is in the actual file.

Similarly on line 5:

from kivy.uix.label import Label

One important thing to note here is the way packages/classes are laid out. The uix module is the section that holds the user interface elements like layouts and widgets.

Moving on to line 8:

class MyApp(App):

This is where we are defining the Base Class of our Kivy App. You should only ever need to change the name of your app MyApp in this line.

Further on to line 10:

def build(self):

As highlighted by the image above, show casing the Kivy App Life Cycle, this is the function where you should initialize and return your Root Widget. This is what we do on line 11:

return Label(text='Hello world')

Here we initialize a Label with text ‘Hello World’ and return its instance. This Label will be the Root Widget of this App.

Note

Python uses indentation to denote code blocks, therefore take note that in the code provided above, at line 11 the class and function definition ends.

Now on to the portion that will make our app run at line 14 and 15:

if __name__ == '__main__':
    MyApp().run()

Here the class MyApp is initialized and its run() method called. This initializes and starts our Kivy application.

Running the application

To run the application, follow the instructions for your operating system:

For Windows, Linux, macOS, or the RPi. From the terminal where you installed Kivy simply run:

python main.py

For Android or iOS, your application needs some complementary files to be able to run. See Create a package for Android or See Create a package for iOS for further reference.

A window should open, showing a single Label (with the Text ‘Hello World’) that covers the entire window’s area. That’s all there is to it.

_images/quickstart.png

Customize the application

Lets extend this application a bit, say a simple UserName/Password page.

from kivy.app import App
from kivy.uix.gridlayout import GridLayout
from kivy.uix.label import Label
from kivy.uix.textinput import TextInput


class LoginScreen(GridLayout):

    def __init__(self, **kwargs):
        super(LoginScreen, self).__init__(**kwargs)
        self.cols = 2
        self.add_widget(Label(text='User Name'))
        self.username = TextInput(multiline=False)
        self.add_widget(self.username)
        self.add_widget(Label(text='password'))
        self.password = TextInput(password=True, multiline=False)
        self.add_widget(self.password)


class MyApp(App):

    def build(self):
        return LoginScreen()


if __name__ == '__main__':
    MyApp().run()

At line 2 we import a Gridlayout:

from kivy.uix.gridlayout import GridLayout

This class is used as a Base for our Root Widget (LoginScreen) defined at line 7:

class LoginScreen(GridLayout):

At line 9 in the class LoginScreen, we override the method __init__() so as to add widgets and to define their behavior:

def __init__(self, **kwargs):
    super(LoginScreen, self).__init__(**kwargs)

One should not forget to call super in order to implement the functionality of the original class being overloaded. Also note that it is good practice not to omit the **kwargs while calling super, as they are sometimes used internally.

Moving on to Line 11 and beyond:

self.cols = 2
self.add_widget(Label(text='User Name'))
self.username = TextInput(multiline=False)
self.add_widget(self.username)
self.add_widget(Label(text='password'))
self.password = TextInput(password=True, multiline=False)
self.add_widget(self.password)

We ask the GridLayout to manage its children in two columns and add a Label and a TextInput for the username and password.

Running the above code will give you a window that should look like this:

_images/guide_customize_step1.png

Try re-sizing the window and you will see that the widgets on screen adjust themselves according to the size of the window without you having to do anything. This is because widgets use size hinting by default.

The code above doesn’t handle the input from the user, does no validation or anything else. We will delve deeper into this and Widget size and positioning in the coming sections.

Controlling the environment

Many environment variables are available to control the initialization and behavior of Kivy.

For example, in order to restrict text rendering to the PIL implementation:

$ KIVY_TEXT=pil python main.py

Environment variables should be set before importing kivy:

import os
os.environ['KIVY_TEXT'] = 'pil'
import kivy

Path control

New in version 1.0.7.

You can control the default directories where config files, modules and kivy data are located.

KIVY_DATA_DIR

Location of the Kivy data, defaults to <kivy path>/data

KIVY_MODULES_DIR

Location of the Kivy modules, defaults to <kivy path>/modules

KIVY_HOME

Location of the Kivy home. This directory is used for local configuration, and must be in a writable location.

Defaults to:
  • Desktop: <user home>/.kivy

  • Android: <android app path>/.kivy

  • iOS: <user home>/Documents/.kivy

New in version 1.9.0.

KIVY_SDL2_PATH

If set, the SDL2 libraries and headers from this path are used when compiling kivy instead of the ones installed system-wide. To use the same libraries while running a kivy app, this path must be added at the start of the PATH environment variable.

New in version 1.9.0.

Warning

This path is required for the compilation of Kivy. It is not required for program execution.

KIVY_SDL2_FRAMEWORKS_SEARCH_PATH

If set, the SDL2 frameworks from this path are used when compiling kivy instead of the ones installed system-wide.

That path is used only on macOS, and must contain the SDL2.framework, SDL_image.framework, SDL_mixer.framework and SDL_ttf.framework.

New in version 2.1.0.

Warning

This path is required for the compilation of Kivy. It is not required for program execution.

KIVY_DEPS_ROOT

If set, during build, Kivy will use this directory as the root one to search for (only SDL ATM) dependencies. Please note that if KIVY_SDL2_PATH or KIVY_SDL2_FRAMEWORKS_SEARCH_PATH are set, they will be used instead.

New in version 2.2.0.

Warning

This path is required for the compilation of Kivy. It is not required for program execution.

Configuration

KIVY_USE_DEFAULTCONFIG

If this name is found in environ, Kivy will not read the user config file.

KIVY_NO_CONFIG

If set, no configuration file will be read or written to. This also applies to the user configuration directory.

KIVY_NO_FILELOG

If set, logs will be not print to a file

KIVY_NO_CONSOLELOG

If set, logs will be not print to the console

KIVY_NO_ARGS

If set to one of (‘true’, ‘1’, ‘yes’), the argument passed in command line will not be parsed and used by Kivy. Ie, you can safely make a script or an app with your own arguments without requiring the delimiter:

import os
os.environ["KIVY_NO_ARGS"] = "1"
import kivy

New in version 1.9.0.

KCFG_section_key

If a such format environment name is detected, it will be mapped to the Config object. They are loaded only once when kivy is imported. The behavior can be disabled using KIVY_NO_ENV_CONFIG.

import os
os.environ["KCFG_KIVY_LOG_LEVEL"] = "warning"
import kivy
# during import it will map it to:
# Config.set("kivy", "log_level", "warning")

New in version 1.11.0.

KIVY_NO_ENV_CONFIG

If set, no environment key will be mapped to configuration object. If unset, any KCFG_section_key=value will be mapped to Config.

New in version 1.11.0.

Restrict core to specific implementation

kivy.core try to select the best implementation available for your platform. For testing or custom installation, you might want to restrict the selector to a specific implementation.

KIVY_WINDOW

Implementation to use for creating the Window

Values: sdl2, pygame, x11, egl_rpi

KIVY_TEXT

Implementation to use for rendering text

Values: sdl2, pil, pygame, sdlttf

KIVY_VIDEO

Implementation to use for rendering video

Values: gstplayer, ffpyplayer, ffmpeg, null

KIVY_AUDIO

Implementation to use for playing audio

Values: sdl2, gstplayer, ffpyplayer, pygame, avplayer

KIVY_IMAGE

Implementation to use for reading image

Values: sdl2, pil, pygame, imageio, tex, dds

Changed in version 2.0.0.

Removed GPL gif implementation

KIVY_CAMERA

Implementation to use for reading camera

Values: avfoundation, android, opencv

KIVY_SPELLING

Implementation to use for spelling

Values: enchant, osxappkit

KIVY_CLIPBOARD

Implementation to use for clipboard management

Values: sdl2, pygame, dummy, android

Metrics

KIVY_DPI

If set, the value will be used for Metrics.dpi.

New in version 1.4.0.

KIVY_METRICS_DENSITY

If set, the value will be used for Metrics.density.

New in version 1.5.0.

KIVY_METRICS_FONTSCALE

If set, the value will be used for Metrics.fontscale.

New in version 1.5.0.

Graphics

KIVY_GL_BACKEND

The OpenGL backend to use. See cgl.

KIVY_GL_DEBUG

Whether to log OpenGL calls. See cgl.

KIVY_GRAPHICS

Whether to use OpenGL ES2. See cgl.

KIVY_GLES_LIMITS

Whether the GLES2 restrictions are enforced (the default, or if set to 1). If set to false, Kivy will not be truly GLES2 compatible.

Following is a list of the potential incompatibilities that result when set to true.

Mesh indices

If true, the number of indices in a mesh is limited to 65535

Texture blit

When blitting to a texture, the data (color and buffer) format must be the same format as the one used at the texture creation. On desktop, the conversion of different color is correctly handled by the driver, while on Android, most of devices fail to do it. Ref: https://github.com/kivy/kivy/issues/1600

New in version 1.8.1.

KIVY_BCM_DISPMANX_ID

Change the default Raspberry Pi display to use when using the egl_rpi window provider. The list of available value is accessible in vc_dispmanx_types.h. Default value is 0:

  • 0: DISPMANX_ID_MAIN_LCD

  • 1: DISPMANX_ID_AUX_LCD

  • 2: DISPMANX_ID_HDMI

  • 3: DISPMANX_ID_SDTV

  • 4: DISPMANX_ID_FORCE_LCD

  • 5: DISPMANX_ID_FORCE_TV

  • 6: DISPMANX_ID_FORCE_OTHER

KIVY_BCM_DISPMANX_LAYER

Change the default Raspberry Pi dispmanx layer when using the egl_rpi window provider. Default value is 0.

New in version 1.10.1.

Event Loop

KIVY_EVENTLOOP

Which async library should be used when the app is run in an asynchronous manner. See kivy.app for example usage.

'asyncio': When the app is run in an asynchronous manner and the standard

library asyncio package should be used. The default if not set.

'trio': When the app is run in an asynchronous manner and the trio

package should be used.

New in version 2.0.0.

Configure Kivy

The configuration file for kivy is named config.ini, and adheres to the standard INI format.

Locating the configuration file

The location of the configuration file is controlled by the environment variable KIVY_HOME:

<KIVY_HOME>/config.ini

On desktop, this defaults to:

<HOME_DIRECTORY>/.kivy/config.ini

Therefore, if your user is named “tito”, the file will be here:

  • Windows: C:\Users\tito\.kivy\config.ini

  • macOS: /Users/tito/.kivy/config.ini

  • Linux: /home/tito/.kivy/config.ini

On Android, this defaults to:

<ANDROID_APP_PATH>/.kivy/config.ini

If your app is named “org.kivy.launcher”, the file will be here:

/data/data/org.kivy.launcher/files/.kivy/config.ini

On iOS, this defaults to:

<HOME_DIRECTORY>/Documents/.kivy/config.ini

Local configuration

Sometimes it’s desired to change configuration only for certain applications or during testing of a separate part of Kivy for example input providers. To create a separate configuration file you can simply use these commands:

from kivy.config import Config

Config.read(<file>)
# set config
Config.write()

When a local configuration of single .ini file isn’t enough, e.g. when you want to have separate environment for garden, kivy logs and other things, you’ll need to change the KIVY_HOME environment variable in your application to get desired result:

import os
os.environ['KIVY_HOME'] = <folder>

or before each run of the application change it manually in the console:

  1. Windows:

    set KIVY_HOME=<folder>
    
  2. Linux & OSX:

    export KIVY_HOME=<folder>
    

After the change of KIVY_HOME, the folder will behave exactly the same as the default .kivy/ folder mentioned above.

Understanding config tokens

All the configuration tokens are explained in the kivy.config module.

Architectural Overview

We would like to take a moment to explain how we designed Kivy from a software engineering point of view. This is key to understanding how everything works together. If you just look at the code, chances are you will get a rough idea already, but since this approach certainly is daunting for most users, this section explains the basic ideas of the implementation in more detail. You can skip this section and refer to it later, but we suggest at least skimming it for a rough overview.

Kivy consists of several building blocks that we will explain shortly. Here is a graphical summary of the architecture:

_images/architecture.png

Core Providers and Input Providers

One idea that is key to understanding Kivy’s internals is that of modularity and abstraction. We try to abstract basic tasks such as opening a window, displaying images and text, playing audio, getting images from a camera, spelling correction and so on. We call these core tasks. This makes the API both easy to use and easy to extend. Most importantly, it allows us to use – what we call – specific providers for the respective scenarios in which your app is being run. For example, on macOS, Linux, BSD Unix and Windows, there are different native APIs for the different core tasks. A piece of code that uses one of these specific APIs to talk to the operating system on one side and to Kivy on the other (acting as an intermediate communication layer) is what we call a *core provider. The advantage of using specialized core providers for each platform is that we can fully leverage the functionality exposed by the operating system and act as efficiently as possible. It also gives users a choice. Furthermore, by using libraries that are shipped with any one platform, we effectively reduce the size of the Kivy distribution and make packaging easier. This also makes it easier to port Kivy to other platforms. The Android port benefited greatly from this.

We follow the same concept with input handling. An input provider is a piece of code that adds support for a specific input device, such as Apple’s trackpads, TUIO or a mouse emulator. If you need to add support for a new input device, you can simply provide a new class that reads your input data from your device and transforms them into Kivy basic events.

Graphics

Kivy’s graphics API is our abstraction of OpenGL. On the lowest level, Kivy issues hardware-accelerated drawing commands using OpenGL. Writing OpenGL code however can be a bit confusing, especially to newcomers. That’s why we provide the graphics API that lets you draw things using simple metaphors that do not exist as such in OpenGL (e.g. Canvas, Rectangle, etc.).

All of our widgets themselves use this graphics API, which is implemented on the C level for performance reasons.

Another advantage of the graphics API is its ability to automatically optimize the drawing commands that your code issues. This is especially helpful if you’re not an expert at tuning OpenGL. This makes your drawing code more efficient in many cases.

You can, of course, still use raw OpenGL commands if you prefer. The version we target is OpenGL 2.0 ES (GLES2) on all devices, so if you want to stay cross-platform compatible, we advise you to only use the GLES2 functions.

Core

The code in the core package provides commonly used features, such as:

Clock

You can use the clock to schedule timer events. Both one-shot timers and periodic timers are supported.

Cache

If you need to cache something that you use often, you can use our class for that instead of writing your own.

Gesture Detection

We ship a simple gesture recognizer that you can use to detect various kinds of strokes, such as circles or rectangles. You can train it to detect your own strokes.

Kivy Language

The kivy language is used to easily and efficiently describe user interfaces.

Properties

These are not the normal properties that you may know from python. They are our own property classes that link your widget code with the user interface description.

UIX (Widgets & Layouts)

The UIX module contains commonly used widgets and layouts that you can reuse to quickly create a user interface.

Widgets

Widgets are user interface elements that you add to your program to provide some kind of functionality. They may or may not be visible. Examples would be a file browser, buttons, sliders, lists and so on. Widgets receive MotionEvents.

Layouts

You use layouts to arrange widgets. It is of course possible to calculate your widgets’ positions yourself, but often it is more convenient to use one of our ready made layouts. Examples would be Grid Layouts or Box Layouts. You can also nest layouts.

Modules

If you’ve ever used a modern web browser and customized it with some add-ons then you already know the basic idea behind our module classes. Modules can be used to inject functionality into Kivy programs, even if the original author did not include it.

An example would be a module that always shows the FPS of the current application and some graph depicting the FPS over time.

You can also write your own modules.

Input Events (Touches)

Kivy abstracts different input types and sources such as touches, mice, TUIO or similar. What all of these input types have in common is that you can associate a 2D onscreen-position with any individual input event. (There are other input devices such as accelerometers where you cannot easily find a 2D position for e.g. a tilt of your device. This kind of input is handled separately. In the following we describe the former types.)

All of these input types are represented by instances of the Touch() class. (Note that this does not only refer to finger touches, but all the other input types as well. We just called it Touch for the sake of simplicity. Think of it of something that touches the user interface or your screen.) A touch instance, or object, can be in one of three states. When a touch enters one of these states, your program is informed that the event occurred. The three states a touch can be in are:

Down

A touch is down only once, at the very moment where it first appears.

Move

A touch can be in this state for a potentially unlimited time. A touch does not have to be in this state during its lifetime. A ‘Move’ happens whenever the 2D position of a touch changes.

Up

A touch goes up at most once, or never. In practice you will almost always receive an up event because nobody is going to hold a finger on the screen for all eternity, but it is not guaranteed. If you know the input sources your users will be using, you will know whether or not you can rely on this state being entered.

Widgets and Event Dispatching

The term widget is often used in GUI programming contexts to describe some part of the program that the user interacts with. In Kivy, a widget is an object that receives input events. It does not necessarily have to have a visible representation on the screen. All widgets are arranged in a widget tree (which is a tree data structure as known from computer science classes): One widget can have any number of child widgets or none. There is exactly one root widget at the top of the tree that has no parent widget, and all other widgets are directly or indirectly children of this widget (which is why it’s called the root).

When new input data is available, Kivy sends out one event per touch. The root widget of the widget tree first receives the event. Depending on the state of the touch, the on_touch_down, on_touch_move or on_touch_up event is dispatched (with the touch as the argument) to the root widget, which results in the root widget’s corresponding on_touch_down, on_touch_move or on_touch_up event handler being called.

Each widget (this includes the root widget) in the tree can choose to either digest or pass the event on. If an event handler returns True, it means that the event has been digested and handled properly. No further processing will happen with that event. Otherwise, the event handler passes the widget on to its own children by calling its superclass’s implementation of the respective event handler. This goes all the way up to the base Widget class, which – in its touch event handlers – does nothing but pass the touches to its children:

# This is analogous for move/up:
def on_touch_down(self, touch):
    for child in self.children[:]:
        if child.dispatch('on_touch_down', touch):
            return True

This really is much easier than it first seems. An example of how this can be used to create nice applications quickly will be given in the following section.

Often times you will want to restrict the area on the screen that a widget watches for touches. You can use a widget’s collide_point() method to achieve this. You simply pass it the touch’s position and it returns True if the touch is within the ‘watched area’ or False otherwise. By default, this checks the rectangular region on the screen that’s described by the widget’s pos (for position; x & y) and size (width & height), but you can override this behaviour in your own class.

Events and Properties

Events are an important part of Kivy programming. That may not be surprising to those with GUI development experience, but it’s an important concept for newcomers. Once you understand how events work and how to bind to them, you will see them everywhere in Kivy. They make it easy to build whatever behavior you want into Kivy.

The following illustration shows how events are handled in the Kivy framework.

_images/Events.png

Introduction to the Event Dispatcher

One of the most important base classes of the framework is the EventDispatcher class. This class allows you to register event types, and to dispatch them to interested parties (usually other event dispatchers). The Widget, Animation and Clock classes are examples of event dispatchers.

EventDispatcher objects depend on the main loop to generate and handle events.

Main loop

As outlined in the illustration above, Kivy has a main loop. This loop is running during all of the application’s lifetime and only quits when exiting the application.

Inside the loop, at every iteration, events are generated from user input, hardware sensors or a couple of other sources, and frames are rendered to the display.

Your application will specify callbacks (more on this later), which are called by the main loop. If a callback takes too long or doesn’t quit at all, the main loop is broken and your app doesn’t work properly anymore.

In Kivy applications, you have to avoid long/infinite loops or sleeping. For example the following code does both:

while True:
    animate_something()
    time.sleep(.10)

When you run this, the program will never exit your loop, preventing Kivy from doing all of the other things that need doing. As a result, all you’ll see is a black window which you won’t be able to interact with. Instead, you need to “schedule” your animate_something() function to be called repeatedly.

Scheduling a repetitive event

You can call a function or a method every X times per second using schedule_interval(). Here is an example of calling a function named my_callback 30 times per second:

def my_callback(dt):
    print('My callback is called', dt)
event = Clock.schedule_interval(my_callback, 1 / 30.)

You have multiple ways of unscheduling a previously scheduled event. One, is to use cancel() or unschedule():

event.cancel()

or:

Clock.unschedule(event)

Alternatively, you can return False in your callback, and your event will be automatically unscheduled:

count = 0
def my_callback(dt):
    global count
    count += 1
    if count == 10:
        print('Last call of my callback, bye bye !')
        return False
    print('My callback is called')
Clock.schedule_interval(my_callback, 1 / 30.)
Scheduling a one-time event

Using schedule_once(), you can call a function “later”, like in the next frame, or in X seconds:

def my_callback(dt):
    print('My callback is called !')
Clock.schedule_once(my_callback, 1)

This will call my_callback in one second. The second argument is the amount of time to wait before calling the function, in seconds. However, you can achieve some other results with special values for the second argument:

  • If X is greater than 0, the callback will be called in X seconds

  • If X is 0, the callback will be called after the next frame

  • If X is -1, the callback will be called before the next frame

The -1 is mostly used when you are already in a scheduled event, and if you want to schedule a call BEFORE the next frame is happening.

A second method for repeating a function call is to first schedule a callback once with schedule_once(), and a second call to this function inside the callback itself:

def my_callback(dt):
    print('My callback is called !')
    Clock.schedule_once(my_callback, 1)
Clock.schedule_once(my_callback, 1)

Warning

While the main loop will try to keep to the schedule as requested, there is some uncertainty as to when exactly a scheduled callback will be called. Sometimes another callback or some other task in the application will take longer than anticipated and thus the timing can be a little off.

In the latter solution to the repetitive callback problem, the next iteration will be called at least one second after the last iteration ends. With schedule_interval() however, the callback is called every second.

Trigger events

Sometimes you may want to schedule a function to be called only once for the next frame, preventing duplicate calls. You might be tempted to achieve that like so:

# First, schedule once.
event = Clock.schedule_once(my_callback, 0)

# Then, in another place you will have to unschedule first
# to avoid duplicate call. Then you can schedule again.
Clock.unschedule(event)
event = Clock.schedule_once(my_callback, 0)

This way of programming a trigger is expensive, since you’ll always call unschedule, even if the event has already completed. In addition, a new event is created every time. Use a trigger instead:

trigger = Clock.create_trigger(my_callback)
# later
trigger()

Each time you call trigger(), it will schedule a single call of your callback. If it was already scheduled, it will not be rescheduled.

Widget events

A widget has 2 default types of events:

  • Property event: if your widget changes its position or size, an event is fired.

  • Widget-defined event: e.g. an event will be fired for a Button when it’s pressed or released.

For a discussion on how widget touch events are managed and propagated, please refer to the Widget touch event bubbling section.

Creating custom events

To create an event dispatcher with custom events, you need to register the name of the event in the class and then create a method of the same name.

See the following example:

class MyEventDispatcher(EventDispatcher):
    def __init__(self, **kwargs):
        self.register_event_type('on_test')
        super(MyEventDispatcher, self).__init__(**kwargs)

    def do_something(self, value):
        # when do_something is called, the 'on_test' event will be
        # dispatched with the value
        self.dispatch('on_test', value)

    def on_test(self, *args):
        print("I am dispatched", args)

Attaching callbacks

To use events, you have to bind callbacks to them. When the event is dispatched, your callbacks will be called with the parameters relevant to that specific event.

A callback can be any python callable, but you need to ensure it accepts the arguments that the event emits. For this, it’s usually safest to accept the *args argument, which will catch all arguments in the args list.

Example:

def my_callback(value, *args):
    print("Hello, I got an event!", args)


ev = MyEventDispatcher()
ev.bind(on_test=my_callback)
ev.do_something('test')

Pleases refer to the kivy.event.EventDispatcher.bind() method documentation for more examples on how to attach callbacks.

Introduction to Properties

Properties are an awesome way to define events and bind to them. Essentially, they produce events such that when an attribute of your object changes, all properties that reference that attribute are automatically updated.

There are different kinds of properties to describe the type of data you want to handle.

Declaration of a Property

To declare properties, you must declare them at the class level. The class will then do the work to instantiate the real attributes when your object is created. These properties are not attributes: they are mechanisms for creating events based on your attributes:

class MyWidget(Widget):

    text = StringProperty('')

When overriding __init__, always accept **kwargs and use super() to call the parent’s __init__ method, passing in your class instance:

def __init__(self, **kwargs):
    super(MyWidget, self).__init__(**kwargs)

Dispatching a Property event

Kivy properties, by default, provide an on_<property_name> event. This event is called when the value of the property is changed.

Note

If the new value for the property is equal to the current value, then the on_<property_name> event will not be called.

For example, consider the following code:

 1 class CustomBtn(Widget):
 2
 3     pressed = ListProperty([0, 0])
 4
 5     def on_touch_down(self, touch):
 6         if self.collide_point(*touch.pos):
 7             self.pressed = touch.pos
 8             return True
 9         return super(CustomBtn, self).on_touch_down(touch)
10
11     def on_pressed(self, instance, pos):
12         print('pressed at {pos}'.format(pos=pos))

In the code above at line 3:

pressed = ListProperty([0, 0])

We define the pressed Property of type ListProperty, giving it a default value of [0, 0]. From this point forward, the on_pressed event will be called whenever the value of this property is changed.

At Line 5:

def on_touch_down(self, touch):
    if self.collide_point(*touch.pos):
        self.pressed = touch.pos
        return True
    return super(CustomBtn, self).on_touch_down(touch)

We override the on_touch_down() method of the Widget class. Here, we check for collision of the touch with our widget.

If the touch falls inside of our widget, we change the value of pressed to touch.pos and return True, indicating that we have consumed the touch and don’t want it to propagate any further.

Finally, if the touch falls outside our widget, we call the original event using super(…) and return the result. This allows the touch event propagation to continue as it would normally have occurred.

Finally on line 11:

def on_pressed(self, instance, pos):
    print('pressed at {pos}'.format(pos=pos))

We define an on_pressed function that will be called by the property whenever the property value is changed.

Note

This on_<prop_name> event is called within the class where the property is defined. To monitor/observe any change to a property outside of the class where it’s defined, you should bind to the property as shown below.

Binding to the property

How to monitor changes to a property when all you have access to is a widget instance? You bind to the property:

your_widget_instance.bind(property_name=function_name)

For example, consider the following code:

 1 class RootWidget(BoxLayout):
 2
 3     def __init__(self, **kwargs):
 4         super(RootWidget, self).__init__(**kwargs)
 5         self.add_widget(Button(text='btn 1'))
 6         cb = CustomBtn()
 7         cb.bind(pressed=self.btn_pressed)
 8         self.add_widget(cb)
 9         self.add_widget(Button(text='btn 2'))
10
11     def btn_pressed(self, instance, pos):
12         print('pos: printed from root widget: {pos}'.format(pos=.pos))

If you run the code as is, you will notice two print statements in the console. One from the on_pressed event that is called inside the CustomBtn class and another from the btn_pressed function that we bind to the property change.

The reason that both functions are called is simple. Binding doesn’t mean overriding. Having both of these functions is redundant and you should generally only use one of the methods of listening/reacting to property changes.

You should also take note of the parameters that are passed to the on_<property_name> event or the function bound to the property.

def btn_pressed(self, instance, pos):

The first parameter is self, which is the instance of the class where this function is defined. You can use an in-line function as follows:

1 cb = CustomBtn()
2
3 def _local_func(instance, pos):
4     print('pos: printed from root widget: {pos}'.format(pos=pos))
5
6 cb.bind(pressed=_local_func)
7 self.add_widget(cb)

The first parameter would be the instance of the class the property is defined.

The second parameter would be the value, which is the new value of the property.

Here is the complete example, derived from the snippets above, that you can use to copy and paste into an editor to experiment.

 1 from kivy.app import App
 2 from kivy.uix.widget import Widget
 3 from kivy.uix.button import Button
 4 from kivy.uix.boxlayout import BoxLayout
 5 from kivy.properties import ListProperty
 6
 7 class RootWidget(BoxLayout):
 8
 9     def __init__(self, **kwargs):
10         super(RootWidget, self).__init__(**kwargs)
11         self.add_widget(Button(text='btn 1'))
12         cb = CustomBtn()
13         cb.bind(pressed=self.btn_pressed)
14         self.add_widget(cb)
15         self.add_widget(Button(text='btn 2'))
16
17     def btn_pressed(self, instance, pos):
18         print('pos: printed from root widget: {pos}'.format(pos=pos))
19
20 class CustomBtn(Widget):
21
22     pressed = ListProperty([0, 0])
23
24     def on_touch_down(self, touch):
25         if self.collide_point(*touch.pos):
26             self.pressed = touch.pos
27             # we consumed the touch. return False here to propagate
28             # the touch further to the children.
29             return True
30         return super(CustomBtn, self).on_touch_down(touch)
31
32     def on_pressed(self, instance, pos):
33         print('pressed at {pos}'.format(pos=pos))
34
35 class TestApp(App):
36
37     def build(self):
38         return RootWidget()
39
40
41 if __name__ == '__main__':
42     TestApp().run()

Running the code above will give you the following output:

_images/property_events_binding.png

Our CustomBtn has no visual representation and thus appears black. You can touch/click on the black area to see the output on your console.

Compound Properties

When defining an AliasProperty, you normally define a getter and a setter function yourself. Here, it falls on to you to define when the getter and the setter functions are called using the bind argument.

Consider the following code.

 1 cursor_pos = AliasProperty(_get_cursor_pos, None,
 2                            bind=('cursor', 'padding', 'pos', 'size',
 3                                  'focus', 'scroll_x', 'scroll_y',
 4                                  'line_height', 'line_spacing'),
 5                            cache=True)
 6 '''Current position of the cursor, in (x, y).
 7
 8 :attr:`cursor_pos` is an :class:`~kivy.properties.AliasProperty`,
 9 read-only.
10 '''

Here cursor_pos is a AliasProperty which uses the getter _get_cursor_pos with the setter part set to None, implying this is a read only Property.

The bind argument at the end defines that on_cursor_pos event is dispatched when any of the properties used in the bind= argument change.

Input management

Input architecture

Kivy is able to handle most types of input: mouse, touchscreen, accelerometer, gyroscope, etc. It handles the native multitouch protocols on the following platforms: Tuio, WM_Touch, MacMultitouchSupport, MT Protocol A/B and Android.

The global architecture can be viewed as:

Input providers -> Motion event -> Post processing -> Dispatch to Window

The class of all input events is the MotionEvent. It generates 2 kinds of events:

  • Touch events: a motion event that contains at least an X and Y position. All the touch events are dispatched across the Widget tree.

  • No-touch events: all the rest. For example, the accelerometer is a continuous event, without position. It never starts or stops. These events are not dispatched across the Widget tree.

A Motion event is generated by an Input Provider. An Input Provider is responsible for reading the input event from the operating system, the network or even from another application. Several input providers exist, such as:

  • TuioMotionEventProvider: create a UDP server and listen for TUIO/OSC messages.

  • WM_MotionEventProvider: use the windows API for reading multitouch information and sending it to Kivy.

  • ProbeSysfsHardwareProbe: In Linux, iterate over all the hardware connected to the computer, and attaches a multitouch input provider for each multitouch device found.

  • and much more!

When you write an application, you don’t need to create an input provider. Kivy tries to automatically detect available hardware. However, if you want to support custom hardware, you will need to configure kivy to make it work.

Before the newly-created Motion Event is passed to the user, Kivy applies post-processing to the input. Every motion event is analyzed to detect and correct faulty input, as well as make meaningful interpretations like:

  • Double/triple-tap detection, according to a distance and time threshold

  • Making events more accurate when the hardware is not accurate

  • Reducing the amount of generated events if the native touch hardware is sending events with nearly the same position

After processing, the motion event is dispatched to the Window. As explained previously, not all events are dispatched to the whole widget tree: the window filters them. For a given event:

Motion event profiles

Depending on your hardware and the input providers used, more information may be made available to you. For example, a touch input has an (x,y) position, but might also have pressure information, blob size, an acceleration vector, etc.

A profile is a string that indicates what features are available inside the motion event. Let’s imagine that you are in an on_touch_move method:

def on_touch_move(self, touch):
    print(touch.profile)
    return super(..., self).on_touch_move(touch)

The print could output:

['pos', 'angle']

Warning

Many people mix up the profile’s name and the name of the corresponding property. Just because 'angle' is in the available profile doesn’t mean that the touch event object will have an angle property.

For the 'pos' profile, the properties pos, x, and y will be available. With the 'angle' profile, the property a will be available. As we said, for touch events 'pos' is a mandatory profile, but not 'angle'. You can extend your interaction by checking if the 'angle' profile exists:

def on_touch_move(self, touch):
    print('The touch is at position', touch.pos)
    if 'angle' in touch.profile:
        print('The touch angle is', touch.a)

You can find a list of available profiles in the motionevent documentation.

Touch events

A touch event is a specialized MotionEvent where the property is_touch evaluates to True. For all touch events, you automatically have the X and Y positions available, scaled to the Window width and height. In other words, all touch events have the 'pos' profile.

Touch event basics

By default, touch events are dispatched to all currently displayed widgets. This means widgets receive the touch event whether it occurs within their physical area or not.

This can be counter intuitive if you have experience with other GUI toolkits. These typically divide the screen into geometric areas and only dispatch touch or mouse events to the widget if the coordinate lies within the widgets area.

This requirement becomes very restrictive when working with touch input. Swipes, pinches and long presses may well originate from outside of the widget that wants to know about them and react to them.

In order to provide the maximum flexibility, Kivy dispatches the events to all the widgets and lets them decide how to react to them. If you only want to respond to touch events inside the widget, you simply check:

def on_touch_down(self, touch):
    if self.collide_point(*touch.pos):
        # The touch has occurred inside the widgets area. Do stuff!
        pass
Coordinates

You must take care of matrix transformation in your touch as soon as you use a widget with matrix transformation. Some widgets such as Scatter have their own matrix transformation, meaning the touch must be multiplied by the scatter matrix to be able to correctly dispatch touch positions to the Scatter’s children.

  • Get coordinate from parent space to local space: to_local()

  • Get coordinate from local space to parent space: to_parent()

  • Get coordinate from local space to window space: to_window()

  • Get coordinate from window space to local space: to_widget()

You must use one of them to scale coordinates correctly to the context. Let’s look the scatter implementation:

def on_touch_down(self, touch):
    # push the current coordinate, to be able to restore it later
    touch.push()

    # transform the touch coordinate to local space
    touch.apply_transform_2d(self.to_local)

    # dispatch the touch as usual to children
    # the coordinate in the touch is now in local space
    ret = super(..., self).on_touch_down(touch)

    # whatever the result, don't forget to pop your transformation
    # after the call, so the coordinate will be back in parent space
    touch.pop()

    # return the result (depending what you want.)
    return ret
Touch shapes

If the touch has a shape, it will be reflected in the ‘shape’ property. Right now, only a ShapeRect can be exposed:

from kivy.input.shape import ShapeRect

def on_touch_move(self, touch):
    if isinstance(touch.shape, ShapeRect):
        print('My touch have a rectangle shape of size',
            (touch.shape.width, touch.shape.height))
    # ...
Double tap

A double tap is the action of tapping twice within a time and a distance. It’s calculated by the doubletap post-processing module. You can test if the current touch is one of a double tap or not:

def on_touch_down(self, touch):
    if touch.is_double_tap:
        print('Touch is a double tap !')
        print(' - interval is', touch.double_tap_time)
        print(' - distance between previous is', touch.double_tap_distance)
    # ...
Triple tap

A triple tap is the action of tapping thrice within a time and a distance. It’s calculated by the tripletap post-processing module. You can test if the current touch is one of a triple tap or not:

def on_touch_down(self, touch):
    if touch.is_triple_tap:
        print('Touch is a triple tap !')
        print(' - interval is', touch.triple_tap_time)
        print(' - distance between previous is', touch.triple_tap_distance)
    # ...
Grabbing touch events

It’s possible for the parent widget to dispatch a touch event to a child widget from within on_touch_down, but not from on_touch_move or on_touch_up. This can happen in certain scenarios, like when a touch movement is outside the bounding box of the parent, so the parent decides not to notify its children of the movement.

But you might want to do something in on_touch_up. Say you started something in the on_touch_down event, like playing a sound, and you’d like to finish things on the on_touch_up event. Grabbing is what you need.

When you grab a touch, you will always receive the move and up event. But there are some limitations to grabbing:

  • You will receive the event at least twice: one time from your parent (the normal event), and one time from the window (grab).

  • You might receive an event with a grabbed touch, but not from you: it can be because the parent has sent the touch to its children while it was in the grabbed state.

Here is an example of how to use grabbing:

def on_touch_down(self, touch):
    if self.collide_point(*touch.pos):

        # if the touch collides with our widget, let's grab it
        touch.grab(self)

        # and accept the touch.
        return True

def on_touch_up(self, touch):
    # here, you don't check if the touch collides or things like that.
    # you just need to check if it's a grabbed touch event
    if touch.grab_current is self:

        # ok, the current touch is dispatched for us.
        # do something interesting here
        print('Hello world!')

        # don't forget to ungrab ourself, or you might have side effects
        touch.ungrab(self)

        # and accept the last up
        return True
Touch Event Management

In order to see how touch events are controlled and propagated between widgets, please refer to the Widget touch event bubbling section.

Joystick events

A joystick input represents raw values received directly from physical or virtual controllers through the SDL2 provider via these events:

  • SDL_JOYAXISMOTION

  • SDL_JOYHATMOTION

  • SDL_JOYBALLMOTION

  • SDL_JOYBUTTONDOWN

  • SDL_JOYBUTTONUP

Every motion event has a minimum, maximum and default value which can reach:

Event

Minimum

Maximum

Default

on_joy_axis

-32767

32767

0

on_joy_hat

(-1, -1)

(1, 1)

(0, 0)

on_joy_ball

Unknown

Unknown

Unknown

Button events, on the other hand represent basically only a state of each button i.e. up and down, therefore no such values are present.

  • on_joy_button_up

  • on_joy_button_down

Joystick event basics

Unlike touch events, joystick events are dispatched directly to the Window, which means there’s only a single value passed for e.g. a specified axis, not multiple ones. This makes things harder if you want to separate input to different widgets, yet not impossible. You can use Multiple dropfile example as an inspiration.

To get a joystick event, you first need to bind some function to the Window joystick event like this:

Window.bind(on_joy_axis=self.on_joy_axis)

Then you need to fetch the parameters specified in Window for each event you use, for example:

def on_joy_axis(self, win, stickid, axisid, value):
    print(win, stickid, axisid, value)

A variable stickid is an id of a controller that sent the value, axisid is an id of an axis to which the value belongs.

Joystick input

Kivy should be able to fetch input from any device specified as gamepad, joystick or basically any other type of game controller recognized by the SDL2 provider. To make things easier, here are layouts of some common controllers together with ids for each part.

Xbox 360

xbox_ctr

#

ID

#

ID

1

axis 1

2

axis 0

3

hat Y

4

hat X

5

axis 4

6

axis 3

7

axis 2

8

axis 5

9

button 4

10

button 5

X

button 2

Y

button 3

A

button 0

B

button 1

back

button 6

start

button 7

center

button 10

Joystick debugging

Mostly you’d want to debug your application with multiple controllers, or test it against _other_ types of controllers (e.g. different brands). As an alternative you might want to use some of the available controller emulators, such as vJoy.

Widgets

Introduction to Widget

A Widget is the base building block of GUI interfaces in Kivy. It provides a Canvas that can be used to draw on screen. It receives events and reacts to them. For a in-depth explanation about the Widget class, look at the module documentation.

Manipulating the Widget tree

Widgets in Kivy are organized in trees. Your application has a root widget, which usually has children that can have children of their own. Children of a widget are represented as the children attribute, a Kivy ListProperty.

The widget tree can be manipulated with the following methods:

For example, if you want to add a button inside a BoxLayout, you can do:

layout = BoxLayout(padding=10)
button = Button(text='My first button')
layout.add_widget(button)

The button is added to layout: the button’s parent property will be set to layout; the layout will have the button added to its children list. To remove the button from the layout:

layout.remove_widget(button)

With removal, the button’s parent property will be set to None, and the layout will have button removed from its children list.

If you want to clear all the children inside a widget, use clear_widgets() method:

layout.clear_widgets()

Warning

Never manipulate the children list yourself, unless you really know what you are doing. The widget tree is associated with a graphic tree. For example, if you add a widget into the children list without adding its canvas to the graphics tree, the widget will be a child, yes, but nothing will be drawn on the screen. Moreover, you might have issues on further calls of add_widget, remove_widget and clear_widgets.

Traversing the Tree

The Widget class instance’s children list property contains all the children. You can easily traverse the tree by doing:

root = BoxLayout()
# ... add widgets to root ...
for child in root.children:
    print(child)

However, this must be used carefully. If you intend to modify the children list with one of the methods shown in the previous section, you must use a copy of the list like this:

for child in root.children[:]:
    # manipulate the tree. For example here, remove all widgets that have a
    # width < 100
    if child.width < 100:
        root.remove_widget(child)

Widgets don’t influence the size/pos of their children by default. The pos attribute is the absolute position in screen co-ordinates (unless, you use the relativelayout. More on that later) and size, is an absolute size.

Widgets Z Index

The order of widget drawing is based on the widget’s position in the widget tree. The add_widget method takes an index parameter which can be used to specify its position in the widget tree:

root.add_widget(widget, index)

The lower indexed widgets will be drawn above those with a higher index. Keep in mind that the default for index is 0, so widgets added later are drawn on top of the others unless specified otherwise.

Organize with Layouts

layout is a special kind of widget that controls the size and position of its children. There are different kinds of layouts, allowing for different automatic organization of their children. Layouts use size_hint and pos_hint properties to determine the size and pos of their children.

_images/boxlayout.gif _images/gridlayout.gif _images/stacklayout.gif _images/anchorlayout.gif _images/floatlayout.gif

BoxLayout: Arranges widgets in an adjacent manner (either vertically or horizontally) manner, to fill all the space. The size_hint property of children can be used to change proportions allowed to each child, or set fixed size for some of them.

GridLayout: Arranges widgets in a grid. You must specify at least one dimension of the grid so kivy can compute the size of the elements and how to arrange them.

StackLayout: Arranges widgets adjacent to one another, but with a set size in one of the dimensions, without trying to make them fit within the entire space. This is useful to display children of the same predefined size.

AnchorLayout: A simple layout only caring about children positions. It allows putting the children at a position relative to a border of the layout. size_hint is not honored.

FloatLayout: Allows placing children with arbitrary locations and size, either absolute or relative to the layout size. Default size_hint (1, 1) will make every child the same size as the whole layout, so you probably want to change this value if you have more than one child. You can set size_hint to (None, None) to use absolute size with size. This widget honors pos_hint also, which as a dict setting position relative to layout position.

RelativeLayout: Behaves just like FloatLayout, except children positions are relative to layout position, not the screen.

Examine the documentation of the individual layouts for a more in-depth understanding.

size_hint and pos_hint:

size_hint is a ReferenceListProperty of size_hint_x and size_hint_y. It accepts values from 0 to 1 or None and defaults to (1, 1). This signifies that if the widget is in a layout, the layout will allocate it as much place as possible in both directions (relative to the layouts size).

Setting size_hint to (0.5, 0.8), for example, will make the widget 50% the width and 80% the height of available size for the Widget inside a layout.

Consider the following example:

BoxLayout:
    Button:
        text: 'Button 1'
        # default size_hint is 1, 1, we don't need to specify it explicitly
        # however it's provided here to make things clear
        size_hint: 1, 1

Now load kivy catalog by typing the following, but replacing $KIVYDIR with the directory of your installation (discoverable via os.path.dirname(kivy.__file__)):

cd $KIVYDIR/examples/demo/kivycatalog
python main.py

A new window will appear. Click in the area below the ‘Welcome’ Spinner on the left and replace the text there with your kv code from above.

_images/size_hint%5BB%5D.jpg

As you can see from the image above, the Button takes up 100% of the layout size.

Changing the size_hint_x/size_hint_y to .5 will make the Widget take 50% of the layout width/height.

_images/size_hint%5Bb_%5D.jpg

You can see here that, although we specify size_hint_x and size_hint_y both to be .5, only size_hint_y seems to be honored. That is because boxlayout controls the size_hint_y when orientation is vertical and size_hint_x when orientation is ‘horizontal’. The controlled dimension’s size is calculated depending upon the total no. of children in the boxlayout. In this example, one child has size_hint_y controlled (.5/.5 = 1). Thus, the widget takes 100% of the parent layout’s height.

Let’s add another Button to the layout and see what happens.

_images/size_hint%5Bbb%5D.jpg

boxlayout by its very nature divides the available space between its children equally. In our example, the proportion is 50-50, because we have two children. Let’s use size_hint on one of the children and see the results.

_images/size_hint%5BoB%5D.jpg

If a child specifies size_hint, this specifies how much space the Widget will take out of the size given to it by the boxlayout. In our example, the first Button specifies .5 for size_hint_x. The space for the widget is calculated like so:

first child's size_hint divided by
first child's size_hint + second child's size_hint + ...n(no of children)

.5/(.5+1) = .333...

The rest of the BoxLayout’s width is divided among the rest of the children. In our example, this means the second Button takes up 66.66% of the layout width.

Experiment with size_hint to get comfortable with it.

If you want to control the absolute size of a Widget, you can set size_hint_x/size_hint_y or both to None so that the widget’s width and or height attributes will be honored.

pos_hint is a dict, which defaults to empty. As for size_hint, layouts honor pos_hint differently, but generally you can add values to any of the pos attributes (x, y, right, top, center_x, center_y) to have the Widget positioned relative to its parent.

Let’s experiment with the following code in kivycatalog to understand pos_hint visually:

FloatLayout:
    Button:
        text: "We Will"
        pos: 100, 100
        size_hint: .2, .4
    Button:
        text: "Wee Wiill"
        pos: 200, 200
        size_hint: .4, .2

    Button:
        text: "ROCK YOU!!"
        pos_hint: {'x': .3, 'y': .6}
        size_hint: .5, .2

This gives us:

_images/pos_hint.jpg

As with size_hint, you should experiment with pos_hint to understand the effect it has on the widget positions.

Adding a Background to a Layout

One of the frequently asked questions about layouts is::

"How to add a background image/color/video/... to a Layout"

Layouts by their nature have no visual representation: they have no canvas instructions by default. However you can add canvas instructions to a layout instance easily, as with adding a colored background:

In Python:

from kivy.graphics import Color, Rectangle

with layout_instance.canvas.before:
    Color(0, 1, 0, 1) # green; colors range from 0-1 instead of 0-255
    self.rect = Rectangle(size=layout_instance.size,
                           pos=layout_instance.pos)

Unfortunately, this will only draw a rectangle at the layout’s initial position and size. To make sure the rect is drawn inside the layout, when the layout size/pos changes, we need to listen to any changes and update the rectangles size and pos. We can do that as follows:

with layout_instance.canvas.before:
    Color(0, 1, 0, 1) # green; colors range from 0-1 instead of 0-255
    self.rect = Rectangle(size=layout_instance.size,
                           pos=layout_instance.pos)

def update_rect(instance, value):
    instance.rect.pos = instance.pos
    instance.rect.size = instance.size

# listen to size and position changes
layout_instance.bind(pos=update_rect, size=update_rect)

In kv:

FloatLayout:
    canvas.before:
        Color:
            rgba: 0, 1, 0, 1
        Rectangle:
            # self here refers to the widget i.e FloatLayout
            pos: self.pos
            size: self.size

The kv declaration sets an implicit binding: the last two kv lines ensure that the pos and size values of the rectangle will update when the pos of the floatlayout changes.

Now we put the snippets above into the shell of Kivy App.

Pure Python way:

from kivy.app import App
from kivy.graphics import Color, Rectangle
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.button import Button


class RootWidget(FloatLayout):

    def __init__(self, **kwargs):
        # make sure we aren't overriding any important functionality
        super(RootWidget, self).__init__(**kwargs)

        # let's add a Widget to this layout
        self.add_widget(
            Button(
                text="Hello World",
                size_hint=(.5, .5),
                pos_hint={'center_x': .5, 'center_y': .5}))


class MainApp(App):

    def build(self):
        self.root = root = RootWidget()
        root.bind(size=self._update_rect, pos=self._update_rect)

        with root.canvas.before:
            Color(0, 1, 0, 1)  # green; colors range from 0-1 not 0-255
            self.rect = Rectangle(size=root.size, pos=root.pos)
        return root

    def _update_rect(self, instance, value):
        self.rect.pos = instance.pos
        self.rect.size = instance.size

if __name__ == '__main__':
    MainApp().run()

Using the kv Language:

from kivy.app import App
from kivy.lang import Builder


root = Builder.load_string('''
FloatLayout:
    canvas.before:
        Color:
            rgba: 0, 1, 0, 1
        Rectangle:
            # self here refers to the widget i.e FloatLayout
            pos: self.pos
            size: self.size
    Button:
        text: 'Hello World!!'
        size_hint: .5, .5
        pos_hint: {'center_x':.5, 'center_y': .5}
''')

class MainApp(App):

    def build(self):
        return root

if __name__ == '__main__':
    MainApp().run()

Both of the Apps should look something like this:

_images/layout_background.png
Add a color to the background of a custom layouts rule/class

The way we add background to the layout’s instance can quickly become cumbersome if we need to use multiple layouts. To help with this, you can subclass the Layout and create your own layout that adds a background.

Using Python:

from kivy.app import App
from kivy.graphics import Color, Rectangle
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.image import AsyncImage


class RootWidget(BoxLayout):
    pass


class CustomLayout(FloatLayout):

    def __init__(self, **kwargs):
        # make sure we aren't overriding any important functionality
        super(CustomLayout, self).__init__(**kwargs)

        with self.canvas.before:
            Color(0, 1, 0, 1)  # green; colors range from 0-1 instead of 0-255
            self.rect = Rectangle(size=self.size, pos=self.pos)

        self.bind(size=self._update_rect, pos=self._update_rect)

    def _update_rect(self, instance, value):
        self.rect.pos = instance.pos
        self.rect.size = instance.size


class MainApp(App):

    def build(self):
        root = RootWidget()
        c = CustomLayout()
        root.add_widget(c)
        c.add_widget(
            AsyncImage(
                source="http://www.everythingzoomer.com/wp-content/uploads/2013/01/Monday-joke-289x277.jpg",
                size_hint= (1, .5),
                pos_hint={'center_x':.5, 'center_y':.5}))
        root.add_widget(AsyncImage(source='http://www.stuffistumbledupon.com/wp-content/uploads/2012/05/Have-you-seen-this-dog-because-its-awesome-meme-puppy-doggy.jpg'))
        c = CustomLayout()
        c.add_widget(
            AsyncImage(
                source="http://www.stuffistumbledupon.com/wp-content/uploads/2012/04/Get-a-Girlfriend-Meme-empty-wallet.jpg",
                size_hint= (1, .5),
                pos_hint={'center_x':.5, 'center_y':.5}))
        root.add_widget(c)
        return root

if __name__ == '__main__':
    MainApp().run()

Using the kv Language:

from kivy.app import App
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.boxlayout import BoxLayout
from kivy.lang import Builder


Builder.load_string('''
<CustomLayout>
    canvas.before:
        Color:
            rgba: 0, 1, 0, 1
        Rectangle:
            pos: self.pos
            size: self.size

<RootWidget>
    CustomLayout:
        AsyncImage:
            source: 'http://www.everythingzoomer.com/wp-content/uploads/2013/01/Monday-joke-289x277.jpg'
            size_hint: 1, .5
            pos_hint: {'center_x':.5, 'center_y': .5}
    AsyncImage:
        source: 'http://www.stuffistumbledupon.com/wp-content/uploads/2012/05/Have-you-seen-this-dog-because-its-awesome-meme-puppy-doggy.jpg'
    CustomLayout
        AsyncImage:
            source: 'http://www.stuffistumbledupon.com/wp-content/uploads/2012/04/Get-a-Girlfriend-Meme-empty-wallet.jpg'
            size_hint: 1, .5
            pos_hint: {'center_x':.5, 'center_y': .5}
''')

class RootWidget(BoxLayout):
    pass

class CustomLayout(FloatLayout):
    pass

class MainApp(App):

    def build(self):
        return RootWidget()

if __name__ == '__main__':
    MainApp().run()

Both of the Apps should look something like this:

_images/custom_layout_background.png

Defining the background in the custom layout class, assures that it will be used in every instance of CustomLayout.

Now, to add an image or color to the background of a built-in Kivy layout, globally, we need to override the kv rule for the layout in question. Consider GridLayout:

<GridLayout>
    canvas.before:
        Color:
            rgba: 0, 1, 0, 1
        BorderImage:
            source: '../examples/widgets/sequenced_images/data/images/button_white.png'
            pos: self.pos
            size: self.size

Then, when we put this snippet into a Kivy app:

from kivy.app import App
from kivy.uix.floatlayout import FloatLayout
from kivy.lang import Builder


Builder.load_string('''
<GridLayout>
    canvas.before:
        BorderImage:
            # BorderImage behaves like the CSS BorderImage
            border: 10, 10, 10, 10
            source: '../examples/widgets/sequenced_images/data/images/button_white.png'
            pos: self.pos
            size: self.size

<RootWidget>
    GridLayout:
        size_hint: .9, .9
        pos_hint: {'center_x': .5, 'center_y': .5}
        rows:1
        Label:
            text: "I don't suffer from insanity, I enjoy every minute of it"
            text_size: self.width-20, self.height-20
            valign: 'top'
        Label:
            text: "When I was born I was so surprised; I didn't speak for a year and a half."
            text_size: self.width-20, self.height-20
            valign: 'middle'
            halign: 'center'
        Label:
            text: "A consultant is someone who takes a subject you understand and makes it sound confusing"
            text_size: self.width-20, self.height-20
            valign: 'bottom'
            halign: 'justify'
''')

class RootWidget(FloatLayout):
    pass


class MainApp(App):

    def build(self):
        return RootWidget()

if __name__ == '__main__':
    MainApp().run()

The result should look something like this:

_images/global_background.png

As we are overriding the rule of the class GridLayout, any use of this class in our app will display that image.

How about an Animated background?

You can set the drawing instructions like Rectangle/BorderImage/Ellipse/… to use a particular texture:

Rectangle:
    texture: reference to a texture

We use this to display an animated background:

from kivy.app import App
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.gridlayout import GridLayout
from kivy.uix.image import Image
from kivy.properties import ObjectProperty
from kivy.lang import Builder


Builder.load_string('''
<CustomLayout>
    canvas.before:
        BorderImage:
            # BorderImage behaves like the CSS BorderImage
            border: 10, 10, 10, 10
            texture: self.background_image.texture
            pos: self.pos
            size: self.size

<RootWidget>
    CustomLayout:
        size_hint: .9, .9
        pos_hint: {'center_x': .5, 'center_y': .5}
        rows:1
        Label:
            text: "I don't suffer from insanity, I enjoy every minute of it"
            text_size: self.width-20, self.height-20
            valign: 'top'
        Label:
            text: "When I was born I was so surprised; I didn't speak for a year and a half."
            text_size: self.width-20, self.height-20
            valign: 'middle'
            halign: 'center'
        Label:
            text: "A consultant is someone who takes a subject you understand and makes it sound confusing"
            text_size: self.width-20, self.height-20
            valign: 'bottom'
            halign: 'justify'
''')


class CustomLayout(GridLayout):

    background_image = ObjectProperty(
        Image(
            source='../examples/widgets/sequenced_images/data/images/button_white_animated.zip',
            anim_delay=.1))


class RootWidget(FloatLayout):
    pass


class MainApp(App):

    def build(self):
        return RootWidget()

if __name__ == '__main__':
    MainApp().run()

To try to understand what is happening here, start from line 13:

texture: self.background_image.texture

This specifies that the texture property of BorderImage will be updated whenever the texture property of background_image updates. We define the background_image property at line 40:

background_image = ObjectProperty(...

This sets up background_image as an ObjectProperty in which we add an Image widget. An image widget has a texture property; where you see self.background_image.texture, this sets a reference, texture, to this property. The Image widget supports animation: the texture of the image is updated whenever the animation changes, and the texture of BorderImage instruction is updated in the process.

You can also just blit custom data to the texture. For details, look at the documentation of Texture.

Nesting Layouts

Yes! It is quite fun to see how extensible the process can be.

Size and position metrics

Kivy’s default unit for length is the pixel, all sizes and positions are expressed in it by default. You can express them in other units, which is useful to achieve better consistency across devices (they get converted to the size in pixels automatically).

Available units are pt, mm, cm, inch, dp and sp. You can learn about their usage in the metrics documentation.

You can also experiment with the screen usage to simulate various devices screens for your application.

Screen Separation with Screen Manager

If your application is composed of various screens, you likely want an easy way to navigate from one Screen to another. Fortunately, there is the ScreenManager class, that allows you to define screens separately, and to set the TransitionBase from one to another.

Graphics

Introduction to Canvas

A Widgets graphical representation is rendered using a canvas, which you can see as both an unlimited drawing board or as a set of drawing instructions. There are numerous instructions you can apply (add) to your canvas, but there are two main variations:

Context instructions don’t draw anything, but they change the results of the vertex instructions.

Canvasses can contain two subsets of instructions. They are the canvas.before and the canvas.after instruction groups. The instructions in these groups will be executed before and after the canvas group respectively. This means that they will appear under (be executed before) and above (be executed after) them. Those groups are not created until the user accesses them.

To add a canvas instruction to a widget, you use the canvas context:

class MyWidget(Widget):
    def __init__(self, **kwargs):
        super(MyWidget, self).__init__(**kwargs)
        with self.canvas:
            # add your instruction for main canvas here

        with self.canvas.before:
            # you can use this to add instructions rendered before

        with self.canvas.after:
            # you can use this to add instructions rendered after

Context instructions

Context instructions manipulate the opengl context. You can rotate, translate, and scale your canvas. You can also attach a texture or change the drawing color. This one is the most commonly used, but others are really useful too:

with self.canvas.before:
    Color(1, 0, .4, mode='rgb')

Drawing instructions

Drawing instructions range from very simple ones, like drawing a line or a polygon, to more complex ones, like meshes or bezier curves:

with self.canvas:
   # draw a line using the default color
   Line(points=(x1, y1, x2, y2, x3, y3))

   # lets draw a semi-transparent red square
   Color(1, 0, 0, .5, mode='rgba')
   Rectangle(pos=self.pos, size=self.size)

Manipulating instructions

Sometimes you want to update or remove the instructions you have added to a canvas. This can be done in various ways depending on your needs:

You can keep a reference to your instructions and update them:

class MyWidget(Widget):
    def __init__(self, **kwargs):
        super(MyWidget, self).__init__(**kwargs)
        with self.canvas:
            self.rect = Rectangle(pos=self.pos, size=self.size)

        self.bind(pos=self.update_rect)
        self.bind(size=self.update_rect)

    def update_rect(self, *args):
        self.rect.pos = self.pos
        self.rect.size = self.size

Or you can clean your canvas and start fresh:

class MyWidget(Widget):
    def __init__(self, **kwargs):
        super(MyWidget, self).__init__(**kwargs)
        self.draw_my_stuff()

        self.bind(pos=self.draw_my_stuff)
        self.bind(size=self.draw_my_stuff)

    def draw_my_stuff(self, *args):
        self.canvas.clear()

        with self.canvas:
            self.rect = Rectangle(pos=self.pos, size=self.size)

Note that updating the instructions is considered the best practice as it involves less overhead and avoids creating new instructions.

Kv language

Concept behind the language

As your application grows more complex, it’s common that the construction of widget trees and explicit declaration of bindings becomes verbose and hard to maintain. The KV Language is an attempt to overcome these shortcomings.

The KV language, sometimes called kvlang or the kivy language, allows you to create your widget tree in a declarative way and to bind widget properties to each other or to callbacks in a natural manner. It allows for very fast prototypes and agile changes to your UI. It also facilitates separating the logic of your application and its User Interface.

How to load KV

There are two ways to load Kv code into your application:

  • By name convention:

    Kivy looks for a Kv file with the same name as your App class in lowercase, minus “App” if it ends with ‘App’ e.g:

    MyApp -> my.kv
    

    If this file defines a Root Widget it will be attached to the App’s root attribute and used as the base of the application widget tree.

  • Builder: You can tell Kivy to directly load a string or a file. If this string or file defines a root widget, it will be returned by the method:

    Builder.load_file('path/to/file.kv')
    

    or:

    Builder.load_string(kv_string)
    

Rule context

A Kv source constitutes of rules which are used to describe the content of a Widget. You can have one root rule, and any number of class or template rules.

The root rule is declared by declaring the class of your root widget, without any indentation, followed by : and will be set as the root attribute of the App instance:

Widget:

A class rule, declared by the name of a widget class between < > and followed by :, defines the appearance and behavior of any instance of that class:

<MyWidget>:

Rules use indentation for delimitation, like Python. Indentation should be four spaces per level, like the Python style guide recommends.

There are three keywords specific to the Kv language:

  • app: always refers to the instance of your application.

  • root: refers to the base widget/template in the current rule

  • self: always refer to the current widget

Special syntax

There is a special syntax to define values for the whole Kv context.

To access Python modules and classes from kv, use #:import

#:import name x.y.z
#:import isdir os.path.isdir
#:import np numpy

is equivalent to:

from x.y import z as name
from os.path import isdir
import numpy as np

in Python.

To set a global value, use #:set

#:set name value

is equivalent to:

name = value

in Python.

Instantiate children

To declare a widget instance of some class as a child widget, just declare that child inside the rule:

MyRootWidget:
    BoxLayout:
        Button:
        Button:

The example above defines that our root widget, an instance of MyRootWidget, has a child that is an instance of the BoxLayout, and that BoxLayout further has two children, instances of the Button class.

The Python equivalent of this code might be:

root = MyRootWidget()
box = BoxLayout()
box.add_widget(Button())
box.add_widget(Button())
root.add_widget(box)

Which you may find less nice, both to read and to write.

Of course, in Python, you can pass keyword arguments to your widgets at creation to specify their behaviour. For example, to set the number of columns of a gridlayout, we would do:

grid = GridLayout(cols=3)

To do the same thing in kv, you can set properties of the child widget directly in the rule:

GridLayout:
    cols: 3

The value is evaluated as a Python expression, and all the properties used in the expression will be observed, that means that if you had something like this in Python (this assume self is a widget with a data ListProperty):

grid = GridLayout(cols=len(self.data))
self.bind(data=grid.setter('cols'))

To have your display updated when your data change, you can now have just:

GridLayout:
    cols: len(root.data)

Note

Widget names should start with upper case letters while property names should start with lower case ones. Following the PEP8 Naming Conventions is encouraged.

Event Bindings

You can bind to events in Kv using the “:” syntax, that is, associating a callback to an event:

Widget:
    on_size: my_callback()

You can pass the values dispatched by the signal using the args keyword:

TextInput:
    on_text: app.search(args[1])

More complex expressions can be used, like:

pos: self.center_x - self.texture_size[0] / 2., self.center_y - self.texture_size[1] / 2.

This expression listens for a change in center_x, center_y, and texture_size. If one of them changes, the expression will be re-evaluated to update the pos field.

You can also handle on_ events inside your kv language. For example the TextInput class has a focus property whose auto-generated on_focus event can be accessed inside the kv language like so:

TextInput:
    on_focus: print(args)

Extend canvas

Kv lang can be used to define the canvas instructions of your widget like this:

MyWidget:
    canvas:
        Color:
            rgba: 1, .3, .8, .5
        Line:
            points: zip(self.data.x, self.data.y)

And they get updated when properties values change.

Of course you can use canvas.before and canvas.after.

Referencing Widgets

In a widget tree there is often a need to access/reference other widgets. The Kv Language provides a way to do this using id’s. Think of them as class level variables that can only be used in the Kv language. Consider the following:

<MyFirstWidget>:
    Button:
        id: f_but
    TextInput:
        text: f_but.state

<MySecondWidget>:
    Button:
        id: s_but
    TextInput:
        text: s_but.state

An id is limited in scope to the rule it is declared in, so in the code above s_but can not be accessed outside the <MySecondWidget> rule.

Warning

When assigning a value to id, remember that the value isn’t a string. There are no quotes: good -> id: value, bad -> id: 'value'

An id is a weakref to the widget and not the widget itself. As a consequence, storing the id is not sufficient to keep the widget from being garbage collected. To demonstrate:

<MyWidget>:
    label_widget: label_widget
    Button:
        text: 'Add Button'
        on_press: root.add_widget(label_widget)
    Button:
        text: 'Remove Button'
        on_press: root.remove_widget(label_widget)
    Label:
        id: label_widget
        text: 'widget'

Although a reference to label_widget is stored in MyWidget, it is not sufficient to keep the object alive once other references have been removed because it’s only a weakref. Therefore, after the remove button is clicked (which removes any direct reference to the widget) and the window is resized (which calls the garbage collector resulting in the deletion of label_widget), when the add button is clicked to add the widget back, a ReferenceError: weakly-referenced object no longer exists will be thrown.

To keep the widget alive, a direct reference to the label_widget widget must be kept. This is achieved using id.__self__ or label_widget.__self__ in this case. The correct way to do this would be:

<MyWidget>:
    label_widget: label_widget.__self__

Accessing Widgets defined inside Kv lang in your Python code

Consider the code below in my.kv:

<MyFirstWidget>:
    # 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.
    txt_inpt: txt_inpt
    Button:
        id: f_but
    TextInput:
        id: txt_inpt
        text: f_but.state
        on_text: root.check_status(f_but)

In myapp.py:

...
class MyFirstWidget(BoxLayout):

    txt_inpt = ObjectProperty(None)

    def check_status(self, btn):
        print('button state is: {state}'.format(state=btn.state))
        print('text input text is: {txt}'.format(txt=self.txt_inpt))
...

txt_inpt is defined as a ObjectProperty initialized to None inside the Class.

txt_inpt = ObjectProperty(None)

At this point self.txt_inpt is None. In Kv lang this property is updated to hold the instance of the TextInput referenced by the id txt_inpt.:

txt_inpt: txt_inpt

From this point onwards, self.txt_inpt holds a reference to the widget identified by the id txt_input and can be used anywhere in the class, as in the function check_status. In contrast to this method you could also just pass the id to the function that needs to use it, like in case of f_but in the code above.

There is a simpler way to access objects with id tags in Kv using the ids lookup object. You can do this as follows:

<Marvel>
  Label:
    id: loki
    text: 'loki: I AM YOUR GOD!'
  Button:
    id: hulk
    text: "press to smash loki"
    on_release: root.hulk_smash()

In your Python code:

class Marvel(BoxLayout):

    def hulk_smash(self):
        self.ids.hulk.text = "hulk: puny god!"
        self.ids["loki"].text = "loki: >_<!!!"  # alternative syntax

When your kv file is parsed, kivy collects all the widgets tagged with id’s and places them in this self.ids dictionary type property. That means you can also iterate over these widgets and access them dictionary style:

for key, val in self.ids.items():
    print("key={0}, val={1}".format(key, val))

Note

Although the self.ids method is very concise, it is generally regarded as ‘best practice’ to use the ObjectProperty. This creates a direct reference, provides faster access and is more explicit.

Dynamic Classes

Consider the code below:

<MyWidget>:
    Button:
        text: "Hello world, watch this text wrap inside the button"
        text_size: self.size
        font_size: '25sp'
        markup: True
    Button:
        text: "Even absolute is relative to itself"
        text_size: self.size
        font_size: '25sp'
        markup: True
    Button:
        text: "Repeating the same thing over and over in a comp = fail"
        text_size: self.size
        font_size: '25sp'
        markup: True
    Button:

Instead of having to repeat the same values for every button, we can just use a template instead, like so:

<MyBigButton@Button>:
    text_size: self.size
    font_size: '25sp'
    markup: True

<MyWidget>:
    MyBigButton:
        text: "Hello world, watch this text wrap inside the button"
    MyBigButton:
        text: "Even absolute is relative to itself"
    MyBigButton:
        text: "repeating the same thing over and over in a comp = fail"
    MyBigButton:

This class, created just by the declaration of this rule, inherits from the Button class and allows us to change default values and create bindings for all its instances without adding any new code on the Python side.

Re-using styles in multiple widgets

Consider the code below in my.kv:

<MyFirstWidget>:
    Button:
        on_press: root.text(txt_inpt.text)
    TextInput:
        id: txt_inpt

<MySecondWidget>:
    Button:
        on_press: root.text(txt_inpt.text)
    TextInput:
        id: txt_inpt

In myapp.py:

class MyFirstWidget(BoxLayout):

    def text(self, val):
        print('text input text is: {txt}'.format(txt=val))

class MySecondWidget(BoxLayout):

    writing = StringProperty('')

    def text(self, val):
        self.writing = val

Because both classes share the same .kv style, this design can be simplified if we reuse that style for both widgets. You can do this in .kv as follows. In my.kv:

<MyFirstWidget,MySecondWidget>:
    Button:
        on_press: root.text(txt_inpt.text)
    TextInput:
        id: txt_inpt

By separating the class names with a comma, all the classes listed in the declaration will have the same kv properties.

Designing with the Kivy Language

One of the aims of the Kivy language is to separate the concerns of presentation and logic. The presentation (layout) side is addressed by your .kv file and the logic by your .py file.

The code goes in py files

Let’s start with a little example: a Python file named main.py:

import kivy
kivy.require('1.0.5')

from kivy.uix.floatlayout import FloatLayout
from kivy.app import App
from kivy.properties import ObjectProperty, StringProperty


class Controller(FloatLayout):
    '''Create a controller that receives a custom widget from the kv lang file.

    Add an action to be called from the kv lang file.
    '''
    label_wid = ObjectProperty()
    info = StringProperty()

    def do_action(self):
        self.label_wid.text = 'My label after button press'
        self.info = 'New info text'


class ControllerApp(App):

    def build(self):
        return Controller(info='Hello world')


if __name__ == '__main__':
    ControllerApp().run()

In this example, we are creating a Controller class with 2 properties:

  • info for receiving some text

  • label_wid for receiving the label widget

In addition, we are creating a do_action() method that will use both of these properties. It will change the info text and change text in the label_wid widget.

The layout goes in controller.kv

Executing this application without a corresponding .kv file will work, but nothing will be shown on the screen. This is expected, because the Controller class has no widgets in it, it’s just a FloatLayout. We can create the UI around the Controller class in a file named controller.kv, which will be loaded when we run the ControllerApp. How this is done and what files are loaded is described in the kivy.app.App.load_kv() method.

#:kivy 1.0

<Controller>:
    label_wid: my_custom_label

    BoxLayout:
        orientation: 'vertical'
        padding: 20

        Button:
            text: 'My controller info is: ' + root.info
            on_press: root.do_action()

        Label:
            id: my_custom_label
            text: 'My label before button press'

One label and one button in a vertical BoxLayout. Seems very simple. There are 3 things going on here:

  1. Using data from the Controller. As soon as the info property is changed in the controller, the expression text: 'My controller info is: ' + root.info will automatically be re-evaluated, changing the text in the Button.

  2. Giving data to the Controller. The expression id: my_custom_label is assigning the created Label the id of my_custom_label. Then, using my_custom_label in the expression label_wid: my_custom_label gives the instance of that Label widget to your Controller.

  3. Creating a custom callback in the Button using the Controller’s on_press method.

    • root and self are reserved keywords, usable anywhere. root represents the top widget in the rule and self represents the current widget.

    • You can use any id declared in the rule the same as root and self. For example, you could do this in the on_press():

    Button:
        on_press: root.do_action(); my_custom_label.font_size = 18
    

And that’s that. Now when we run main.py, controller.kv will be loaded so that the Button and Label will show up and respond to our touch events.

More documentation

For a full description of the different components of the KV language, advanced usage and limitations, see the documentation for lang

Integrating with other Frameworks

New in version 1.0.8.

Using Twisted inside Kivy

Note

You can use the kivy.support.install_twisted_reactor function to install a twisted reactor that will run inside the kivy event loop.

Any arguments or keyword arguments passed to this function will be passed on the threadedselect reactors interleave function. These are the arguments one would usually pass to twisted’s reactor.startRunning

Warning

Unlike the default twisted reactor, the installed reactor will not handle any signals unless you set the ‘installSignalHandlers’ keyword argument to 1 explicitly. This is done to allow kivy to handle the signals as usual, unless you specifically want the twisted reactor to handle the signals (e.g. SIGINT).

The kivy examples include a small example of a twisted server and client. The server app has a simple twisted server running and logs any messages. The client app can send messages to the server and will print its message and the response it got. The examples are based mostly on the simple Echo example from the twisted docs, which you can find here:

To try the example, run echo_server_app.py first, and then launch echo_client_app.py. The server will reply with simple echo messages to anything the client app sends when you hit enter after typing something in the textbox.

Server App
# install_twisted_rector must be called before importing and using the reactor
from kivy.support import install_twisted_reactor

install_twisted_reactor()

from twisted.internet import reactor
from twisted.internet import protocol


class EchoServer(protocol.Protocol):
    def dataReceived(self, data):
        response = self.factory.app.handle_message(data)
        if response:
            self.transport.write(response)


class EchoServerFactory(protocol.Factory):
    protocol = EchoServer

    def __init__(self, app):
        self.app = app


from kivy.app import App
from kivy.uix.label import Label


class TwistedServerApp(App):
    label = None

    def build(self):
        self.label = Label(text="server started\n")
        reactor.listenTCP(8000, EchoServerFactory(self))
        return self.label

    def handle_message(self, msg):
        msg = msg.decode('utf-8')
        self.label.text = "received:  {}\n".format(msg)

        if msg == "ping":
            msg = "Pong"
        if msg == "plop":
            msg = "Kivy Rocks!!!"
        self.label.text += "responded: {}\n".format(msg)
        return msg.encode('utf-8')


if __name__ == '__main__':
    TwistedServerApp().run()
Client App
# install_twisted_rector must be called before importing the reactor
from __future__ import unicode_literals

from kivy.support import install_twisted_reactor

install_twisted_reactor()

# A Simple Client that send messages to the Echo Server
from twisted.internet import reactor, protocol


class EchoClient(protocol.Protocol):
    def connectionMade(self):
        self.factory.app.on_connection(self.transport)

    def dataReceived(self, data):
        self.factory.app.print_message(data.decode('utf-8'))


class EchoClientFactory(protocol.ClientFactory):
    protocol = EchoClient

    def __init__(self, app):
        self.app = app

    def startedConnecting(self, connector):
        self.app.print_message('Started to connect.')

    def clientConnectionLost(self, connector, reason):
        self.app.print_message('Lost connection.')

    def clientConnectionFailed(self, connector, reason):
        self.app.print_message('Connection failed.')


from kivy.app import App
from kivy.uix.label import Label
from kivy.uix.textinput import TextInput
from kivy.uix.boxlayout import BoxLayout


# A simple kivy App, with a textbox to enter messages, and
# a large label to display all the messages received from
# the server
class TwistedClientApp(App):
    connection = None
    textbox = None
    label = None

    def build(self):
        root = self.setup_gui()
        self.connect_to_server()
        return root

    def setup_gui(self):
        self.textbox = TextInput(size_hint_y=.1, multiline=False)
        self.textbox.bind(on_text_validate=self.send_message)
        self.label = Label(text='connecting...\n')
        layout = BoxLayout(orientation='vertical')
        layout.add_widget(self.label)
        layout.add_widget(self.textbox)
        return layout

    def connect_to_server(self):
        reactor.connectTCP('localhost', 8000, EchoClientFactory(self))

    def on_connection(self, connection):
        self.print_message("Connected successfully!")
        self.connection = connection

    def send_message(self, *args):
        msg = self.textbox.text
        if msg and self.connection:
            self.connection.write(msg.encode('utf-8'))
            self.textbox.text = ""

    def print_message(self, msg):
        self.label.text += "{}\n".format(msg)


if __name__ == '__main__':
    TwistedClientApp().run()

Packaging your application

Create a package for Windows

Note

This document only applies for kivy 1.9.1 and greater.

Packaging your application for the Windows platform can only be done inside the Windows OS. The following process has been tested on Windows with the Kivy wheels installation, see at the end for alternate installations.

The package will be either 32 or 64 bits depending on which version of Python you ran it with.

Requirements
  • Latest Kivy (installed as described in Installation on Windows).

  • PyInstaller 3.1+ (pip install --upgrade pyinstaller).

PyInstaller default hook

This section applies to PyInstaller (>= 3.1) that includes the kivy hooks. To overwrite the default hook the following examples need to be slightly modified. See Overwriting the default hook.

Packaging a simple app

For this example, we’ll package the touchtracer example project and embed a custom icon. The location of the kivy examples is, when using the wheels, installed to python\\share\\kivy-examples and when using the github source code installed as kivy\\examples. We’ll just refer to the full path leading to the examples as examples-path. The touchtracer example is in examples-path\\demo\\touchtracer and the main file is named main.py.

  1. Open your command line shell and ensure that python is on the path (i.e. python works).

  2. Create a folder into which the packaged app will be created. For example create a TouchApp folder and change to that directory with e.g. cd TouchApp. Then type:

    python -m PyInstaller --name touchtracer examples-path\demo\touchtracer\main.py
    

    You can also add an icon.ico file to the application folder in order to create an icon for the executable. If you don’t have a .ico file available, you can convert your icon.png file to ico using the web app ConvertICO. Save the icon.ico in the touchtracer directory and type:

    python -m PyInstaller --name touchtracer --icon examples-path\demo\touchtracer\icon.ico examples-path\demo\touchtracer\main.py
    

    For more options, please consult the PyInstaller Manual.

  3. The spec file will be touchtracer.spec located in TouchApp. Now we need to edit the spec file to add the dependencies hooks to correctly build the exe. Open the spec file with your favorite editor and add these lines at the beginning of the spec (assuming sdl2 is used, the default now):

    from kivy_deps import sdl2, glew
    

    Then, find COLLECT() and add the data for touchtracer (touchtracer.kv, particle.png, …): Change the line to add a Tree() object, e.g. Tree('examples-path\\demo\\touchtracer\\'). This Tree will search and add every file found in the touchtracer directory to your final package.

    To add the dependencies, before the first keyword argument in COLLECT add a Tree object for every path of the dependencies. E.g. *[Tree(p) for p in (sdl2.dep_bins + glew.dep_bins)] so it’ll look something like:

    coll = COLLECT(exe, Tree('examples-path\\demo\\touchtracer\\'),
                   a.binaries,
                   a.zipfiles,
                   a.datas,
                   *[Tree(p) for p in (sdl2.dep_bins + glew.dep_bins)],
                   strip=False,
                   upx=True,
                   name='touchtracer')
    
  4. Now we build the spec file in TouchApp with:

    python -m PyInstaller touchtracer.spec
    
  5. The compiled package will be in the TouchApp\dist\touchtracer directory.

Single File Application

Next, we will modify the example above to package the touchtracer example project as a single file application. Following the same steps as above, instead issue the following command:

python -m PyInstaller --onefile --name touchtracer examples-path\demo\touchtracer\main.py
  1. As before, this will generate touchtracer.spec, which we will edit to add the dependencies. In this instance, edit the arguments to the EXE command so that it will look something like this:

    exe = EXE(pyz, Tree('examples-path\\demo\\touchtracer\\'),
         a.scripts,
         a.binaries,
         a.zipfiles,
         a.datas,
         *[Tree(p) for p in (sdl2.dep_bins + glew.dep_bins)],
         upx=True,
         name='touchtracer')
    
  2. Now you can build the spec file as before with:

    python -m PyInstaller touchtracer.spec
    
  3. The compiled package will be in the TouchApp\dist directory and will consist of a single executable file.

Bundling Data Files

We will again modify the previous example to include bundled data files. PyInstaller allows inclusion of outside data files (such as images, databases, etc) that the project needs to run. When running an app on Windows, the executable extracts to a temporary folder which the Kivy project doesn’t know about, so it can’t locate these data files. We can fix that with a few lines.

  1. First, follow PyInstaller documentation on how to include data files in your application.

  2. Modify your main python code to include the following imports (if it doesn’t have them already):

    import os, sys
    from kivy.resources import resource_add_path, resource_find
    
  3. Modify your main python code to include the following (using the touchtracer app as an example):

    if __name__ == '__main__':
        if hasattr(sys, '_MEIPASS'):
            resource_add_path(os.path.join(sys._MEIPASS))
        TouchtracerApp().run()
    
  4. Finally, follow the steps for bundling your application above.

Packaging a video app with gstreamer

Following we’ll slightly modify the example above to package a app that uses gstreamer for video. We’ll use the videoplayer example found at examples-path\widgets\videoplayer.py. Create a folder somewhere called VideoPlayer and on the command line change your current directory to that folder and do:

python -m PyInstaller --name gstvideo examples-path\widgets\videoplayer.py

to create the gstvideo.spec file. Edit as above and this time include the gstreamer dependency as well:

from kivy_deps import sdl2, glew, gstreamer

and add the Tree() to include the video files, e.g. Tree('examples-path\\widgets') as well as the gstreamer dependencies so it should look something like:

coll = COLLECT(exe, Tree('examples-path\\widgets'),
               a.binaries,
               a.zipfiles,
               a.datas,
               *[Tree(p) for p in (sdl2.dep_bins + glew.dep_bins + gstreamer.dep_bins)],
               strip=False,
               upx=True,
               name='gstvideo')

Then build the spec file in VideoPlayer with:

python -m PyInstaller gstvideo.spec

and you should find gstvideo.exe in VideoPlayer\dist\gstvideo, which when run will play a video.

Note

If you’re using Pygame and need PyGame in your packaging app, you’ll have to add the following code to your spec file due to kivy issue #1638. After the imports add the following:

def getResource(identifier, *args, **kwargs):
    if identifier == 'pygame_icon.tiff':
        raise IOError()
    return _original_getResource(identifier, *args, **kwargs)

import pygame.pkgdata
_original_getResource = pygame.pkgdata.getResource
pygame.pkgdata.getResource = getResource
Overwriting the default hook
Including/excluding video and audio and reducing app size

PyInstaller includes a hook for kivy that by default adds all the core modules used by kivy, e.g. audio, video, spelling etc (you still need to package the gstreamer dlls manually with Tree() - see the example above) and their dependencies. If the hook is not installed or to reduce app size some of these modules may be excluded, e.g. if no audio/video is used, with an alternative hook.

Kivy provides the alternate hook at hookspath(). In addition, if and only if PyInstaller doesn’t have the default hooks runtime_hooks() must also be provided. When overwriting the hook, the latter one typically is not required to be overwritten.

The alternate hookspath() hook does not include any of the kivy providers. To add them, they have to be added with get_deps_minimal() or get_deps_all(). See their documentation and pyinstaller_hooks for more details. But essentially, get_deps_all() add all the providers like in the default hook while get_deps_minimal() only adds those that are loaded when the app is run. Each method provides a list of hidden kivy imports and excluded imports that can be passed on to Analysis.

One can also generate a alternate hook which literally lists every kivy provider module and those not required can be commented out. See pyinstaller_hooks.

To use the the alternate hooks with the examples above modify as following to add the hooks with hookspath() and runtime_hooks (if required) and **get_deps_minimal() or **get_deps_all() to specify the providers.

For example, add the import statement:

from kivy.tools.packaging.pyinstaller_hooks import get_deps_minimal, get_deps_all, hookspath, runtime_hooks

and then modify Analysis as follows:

a = Analysis(['examples-path\\demo\\touchtracer\\main.py'],
             ...
             hookspath=hookspath(),
             runtime_hooks=runtime_hooks(),
             ...
             **get_deps_all())

to include everything like the default hook. Or:

a = Analysis(['examples-path\\demo\\touchtracer\\main.py'],
             ...
             hookspath=hookspath(),
             runtime_hooks=runtime_hooks(),
             ...
             **get_deps_minimal(video=None, audio=None))

e.g. to exclude the audio and video providers and for the other core modules only use those loaded.

The key points is to provide the alternate hookspath() which does not list by default all the kivy providers and instead manually to hiddenimports add the required providers while removing the undesired ones (audio and video in this example) with get_deps_minimal().

Alternate installations

The previous examples used e.g. *[Tree(p) for p in (sdl2.dep_bins + glew.dep_bins + gstreamer.dep_bins)], to make PyInstaller add all the dlls used by these dependencies. If kivy was not installed using the wheels method these commands will not work and e.g. kivy_deps.sdl2 will fail to import. Instead, one must find the location of these dlls and manually pass them to the Tree class in a similar fashion as the example.

Create a package for Android

You can create a package for android using the python-for-android project. This page explains how to download and use it directly on your own machine (see Packaging your application into APK or AAB) or use the Buildozer tool to automate the entire process. You can also see Packaging your application for the Kivy Launcher to run kivy programs without compiling them.

For new users, we recommend using Buildozer as the easiest way to make a full APK or AAB. You can also run your Kivy app without a compilation step with the Kivy Launcher app.

Kivy applications can be released on an Android market such as the Play store, with a few extra steps to create a fully signed AAB (Android App Bundle).

The Kivy project includes tools for accessing Android APIs to accomplish vibration, sensor access, texting etc. These, along with information on debugging on the device, are documented at the main Android page.

Buildozer

Buildozer is a tool that automates the entire build process. It downloads and sets up all the prerequisites for python-for-android, including the android SDK and NDK, then builds an apk that can be automatically pushed to the device.

Buildozer currently works only in Linux and macOS (You can still use it on Windows via WSL), and can significantly simplify the apk build.

Please find the installation instructions here

Including the “Targeting Android” section.

Afterwards, navigate to your project directory and run:

buildozer init

This creates a buildozer.spec file controlling your build configuration. You should edit it appropriately with your app name etc. You can set variables to control most or all of the parameters passed to python-for-android.

Finally, plug in your android device and run:

buildozer android debug deploy run

to build, push and automatically run the apk on your device.

Buildozer has many available options and tools to help you, the steps above are just the simplest way to build and run your APK. The full documentation is available here. You can also check the Buildozer README at https://github.com/kivy/buildozer.

Packaging with python-for-android

You can also package directly with python-for-android, which can give you more control but requires you to manually download parts of the Android toolchain.

See the python-for-android documentation for full details.

Packaging your application for the Kivy Launcher

The Kivy launcher is an Android application that runs any Kivy examples stored on your SD Card. To install the Kivy launcher, you must:

  1. Go on Google Play Store and search for Kivy Launcher from kivy org

  2. Click on Install

  3. Select your phone… And you’re done!

If you don’t have access to the Google Play Store on your phone/tablet, you can download and install the APK manually from https://github.com/kivy/kivy-launcher/releases

Once the Kivy launcher is installed, you can put your Kivy applications in the Kivy directory in your external storage directory (often available at /sdcard even in devices where this memory is internal), e.g.

/sdcard/kivy/<yourapplication>

<yourapplication> should be a directory containing:

# Your main application file:
main.py
# Some info Kivy requires about your app on android:
android.txt

The file android.txt must contain:

title=<Application Title>
author=<Your Name>
orientation=<portrait|landscape>

These options are just a very basic configuration. If you create your own APK using the tools above, you can choose many other settings.

Installation of Examples

Kivy comes with many examples, and these can be a great place to start trying the Kivy launcher. You can run them as below:

#. Download the `Kivy demos for Android <https://storage.googleapis.com/google-code-archive-downloads/v2/code.google.com/kivy/kivydemo-for-android.zip>`_
#. Unzip the contents and go to the folder `kivydemo-for-android`
#. Copy all the the subfolders here to

/sdcard/kivy

  1. Run the launcher and select one of the Pictures, Showcase, Touchtracer, Cymunk or other demos…

Release on the market

If you have built your own APK with Buildozer or with python-for-android, you can create a release version that may be released on the Play store or other Android markets.

To do this, you must run Buildozer with the release parameter (e.g. buildozer android release), or if using python-for-android use the --release option to build.py. This creates a release AAB in the bin directory, which you must properly sign and zipalign. The procedure for doing this is described in the Android documentation at https://developer.android.com/studio/publish/app-signing.html#signing-manually - all the necessary tools come with the Android SDK.

Targeting Android

Kivy is designed to operate identically across platforms and as a result, makes some clear design decisions. It includes its own set of widgets and by default, builds an APK or AAB with all the required core dependencies and libraries.

It is possible to target specific Android features, both directly and in a (somewhat) cross-platform way. See the Using Android APIs section of the Kivy on Android documentation for more details.

Kivy on Android

You can run Kivy applications on Android, on (more or less) any device with OpenGL ES 2.0 (Android 2.2 minimum). This is standard on modern devices; Google reports the requirement is met by 99.9% of devices.

Kivy APKs are normal Android apps that you can distribute like any other, including on stores like the Google Play Store. They behave properly when paused or restarted, may utilise Android services and have access to most of the normal java API as described below.

Follow the instructions below to learn how to package your app for Android, debug your code on the device, and use Android APIs such as for vibration and reading sensors.

Package for Android

The Kivy project provides all the necessary tools to package your app on Android, including building your own standalone APK or AAB that may be distributed on a market like the Google Play Store. This is covered fully in the Create a package for Android documentation.

Debugging your application on the Android platform

You can view the normal output of your code (stdout, stderr), as well as the normal Kivy logs, through the Android logcat stream. This is accessed through adb, provided by the Android SDK. You may need to enable adb in your device’s developer options, then connect your device to your computer and run:

adb logcat

You’ll see all the logs including your stdout/stderr and Kivy logger.

If you packaged your app with Buildozer, the adb tool may not be in your $PATH and the above command may not work. You can instead run:

buildozer android logcat

to run the version installed by Buildozer, or find the SDK tools at $HOME/.buildozer/android/platform.

You can also run and debug your application using the Kivy Launcher. If you run your application this way, you will find log files inside the “/.kivy/logs” sub-folder within your application folder.

Using Android APIs

Although Kivy is a Python framework, the Kivy project maintains tools to easily use the normal java APIs, for everything from vibration to sensors to sending messages through SMS or email.

For new users, we recommend using Plyer. For more advanced access or for APIs not currently wrapped, you can use Pyjnius directly. Kivy also supplies an android module for basic Android functionality.

User contributed Android code and examples are available on the Kivy wiki.

Plyer

Plyer is a pythonic, platform-independent API to use features commonly found on various platforms, particularly mobile ones. The idea is that your app can call simply call a Plyer function, such as to present a notification to the user, and Plyer will take care of doing so in the right way regardless of the platform or operating system. Internally, Plyer uses Pyjnius (on Android), Pyobjus (on iOS) and some platform specific APIs on desktop platforms.

For instance, the following code would make your Android device vibrate, or raise a NotImplementedError that you can handle appropriately on other platforms such as desktops that don’t have appropriate hardware::

from plyer import vibrator
vibrator.vibrate(10)  # vibrate for 10 seconds

Plyer’s list of supported APIs is growing quite quickly, you can see the full list in the Plyer README.

Pyjnius

Pyjnius is a Python module that lets you access java classes directly from Python, automatically converting arguments to the right type, and letting you easily convert the java results to Python.

Pyjnius can be obtained from github, and has its own documentation.

Here is a simple example showing Pyjnius’ ability to access the normal Android vibration API, the same result of the plyer code above:

# 'autoclass' takes a java class and gives it a Python wrapper
from jnius import autoclass

# Context is a normal java class in the Android API
Context = autoclass('android.content.Context')

# PythonActivity is provided by the Kivy bootstrap app in python-for-android
PythonActivity = autoclass('org.renpy.android.PythonActivity')

# The PythonActivity stores a reference to the currently running activity
# We need this to access the vibrator service
activity = PythonActivity.mActivity

# This is almost identical to the java code for the vibrator
vibrator = activity.getSystemService(Context.VIBRATOR_SERVICE)

vibrator.vibrate(10000)  # The value is in milliseconds - this is 10s

This code directly follows the java API functions to call the vibrator, with Pyjnius automatically translating the api to Python code and our calls back to the equivalent java. It is much more verbose and java-like than Plyer’s version, for no benefit in this case, though Plyer does not wrap every API available to Pyjnius.

Pyjnius also has powerful abilities to implement java interfaces, which is important for wrapping some APIs, but these are not documented here - you can see Pyjnius’ own documentation.

Android module

Python-for-android includes a python module (actually cython wrapping java) to access a limited set of Android APIs. This has been largely superseded by the more flexible Pyjnius and Plyer as above, but may still occasionally be useful. The available functions are given in the python-for-android documentation.

This includes code for billing/IAP and creating/accessing Android services, which is not yet available in the other tools above.

Status of the Project and Tested Devices

These sections previously described the existence of Kivy’s Android build tools, with their limitations and some devices that were known to work.

The Android tools are now quite stable, and should work with practically any device; our minimum requirements are OpenGL ES 2.0 and Android 2.2. These are very common now - Kivy has even been run on an Android smartwatch!

As Kivy works fine on most devices, the list of supported phones/tablets has been retired - all Android devices are likely to work if they meet the conditions above.

Creating packages for macOS

Note

This guide describes multiple ways for packaging Kivy applications. Packaging using the Kivy SDK is recommended for general use.

Using the Kivy SDK

Note

These instructions apply only from Kivy v2.0.0 onwards.

Note

Kivy.app is built with MACOSX_DEPLOYMENT_TARGET=10.9.

We provide a Kivy DMG with all dependencies bundled in a virtual environment, including a Python interpreter that can be used as a base to package kivy apps.

This is the safest approach because it packages the binaries without references to any binaries on the system on which the app is packaged. Because all references are to frameworks included in the dmg or to binaries with the dmg. As opposed to e.g. pyinstaller which copies binaries from your local python installation.

You can find complete instructions to build and package apps with Kivy.app, starting either with Kivy.app or building from scratch, in the readme of the kivy-sdk-packager repo.

Using Buildozer

pip install git+http://github.com/kivy/buildozer cd /to/where/I/Want/to/package buildozer init

Edit the buildozer.spec and add the details for your app. Dependencies can be added to the requirements= section.

By default the kivy version specified in the requirements is ignored.

If you have a Kivy.app at /Applications/Kivy.app then that is used, for packaging. Otherwise the latest build from kivy.org using Kivy master will be downloaded and used.

When you’re ready to package your macOS app just run:

buildozer osx debug

Once the app is packaged, you might want to remove unneeded packages, just reduce the package to its minimal state that is needed for the app to run.

That’s it. Enjoy!

Buildozer right now uses the Kivy SDK to package your app. If you want to control more details about your app than buildozer currently offers then you can use the SDK directly, as detailed in the section below.

Using PyInstaller and Homebrew

Note

Package your app on the oldest macOS version you want to support.

Complete guide
  1. Install Homebrew

  2. Install Python:

    $ brew install python
    

    Note

    To use Python 3, brew install python3 and replace pip with pip3 in the guide below.

  3. (Re)install your dependencies with --build-from-source to make sure they can be used on other machines:

    $ brew reinstall --build-from-source sdl2 sdl2_image sdl2_ttf sdl2_mixer
    

    Note

    If your project depends on GStreamer or other additional libraries (re)install them with --build-from-source as described below.

  4. Install Cython and Kivy:

    $ pip install Cython==0.29.33
    $ pip install -U kivy
  5. Install PyInstaller:

    $ pip install -U pyinstaller
    
  6. Package your app using the path to your main.py:

    $ pyinstaller -y --clean --windowed --name touchtracer \
      --exclude-module _tkinter \
      --exclude-module Tkinter \
      --exclude-module enchant \
      --exclude-module twisted \
      /usr/local/share/kivy-examples/demo/touchtracer/main.py
    

    Note

    This will not yet copy additional image or sound files. You would need to adapt the created .spec file for that.

Editing the spec file

The specs file is named touchtracer.spec and is located in the directory where you ran the pyinstaller command.

You need to change the COLLECT() call to add the data of touchtracer (touchtracer.kv, particle.png, …). Change the line to add a Tree() object. This Tree will search and add every file found in the touchtracer directory to your final package. Your COLLECT section should look something like this:

coll = COLLECT(exe, Tree('/usr/local/share/kivy-examples/demo/touchtracer/'),
               a.binaries,
               a.zipfiles,
               a.datas,
               strip=None,
               upx=True,
               name='touchtracer')

This will add the required hooks so that PyInstaller gets the required Kivy files. We are done. Your spec is ready to be executed.

Build the spec and create a DMG
  1. Open a console.

  2. Go to the PyInstaller directory, and build the spec:

    $ pyinstaller -y --clean --windowed touchtracer.spec
    
  3. Run:

    $ pushd dist
    $ hdiutil create ./Touchtracer.dmg -srcfolder touchtracer.app -ov
    $ popd
    
  4. You will now have a Touchtracer.dmg available in the dist directory.

Additional Libraries
GStreamer

If your project depends on GStreamer:

$ brew reinstall --build-from-source gstreamer gst-plugins-{base,good,bad,ugly}

Note

If your Project needs Ogg Vorbis support be sure to add the --with-libvorbis option to the command above.

If you are using Python from Homebrew you will also need the following step until this pull request gets merged:

$ brew reinstall --with-python --build-from-source https://github.com/cbenhagen/homebrew/raw/patch-3/Library/Formula/gst-python.rb
Using PyInstaller without Homebrew

First install Kivy and its dependencies without using Homebrew as mentioned here http://kivy.org/docs/installation/installation.html#development-version.

Once you have kivy and its deps installed, you need to install PyInstaller.

Let’s assume we use a folder like testpackaging:

cd testpackaging
git clone http://github.com/pyinstaller/pyinstaller

Create a file named touchtracer.spec in this directory and add the following code to it:

# -*- mode: python -*-

block_cipher = None
from kivy.tools.packaging.pyinstaller_hooks import get_deps_all, hookspath, runtime_hooks

a = Analysis(['/path/to/yout/folder/containing/examples/demo/touchtracer/main.py'],
             pathex=['/path/to/yout/folder/containing/testpackaging'],
             binaries=None,
             win_no_prefer_redirects=False,
             win_private_assemblies=False,
             cipher=block_cipher,
             hookspath=hookspath(),
             runtime_hooks=runtime_hooks(),
             **get_deps_all())
pyz = PYZ(a.pure, a.zipped_data,
             cipher=block_cipher)
exe = EXE(pyz,
          a.scripts,
          exclude_binaries=True,
          name='touchtracer',
          debug=False,
          strip=False,
          upx=True,
          console=False )
coll = COLLECT(exe, Tree('../kivy/examples/demo/touchtracer/'),
               Tree('/Library/Frameworks/SDL2_ttf.framework/Versions/A/Frameworks/FreeType.framework'),
               a.binaries,
               a.zipfiles,
               a.datas,
               strip=False,
               upx=True,
               name='touchtracer')
app = BUNDLE(coll,
             name='touchtracer.app',
             icon=None,
         bundle_identifier=None)

Change the paths with your relevant paths:

a = Analysis(['/path/to/yout/folder/containing/examples/demo/touchtracer/main.py'],
            pathex=['/path/to/yout/folder/containing/testpackaging'],
...
...
coll = COLLECT(exe, Tree('../kivy/examples/demo/touchtracer/'),

Then run the following command:

pyinstaller/pyinstaller.py touchtracer.spec

Replace touchtracer with your app where appropriate. This will give you a <yourapp>.app in the dist/ folder.

iOS Prerequisites

The following guide assumes:

  • Xcode 13.2.1 or above

  • macOS 11.6 or above

Your experience may vary with different versions.

Getting started

In order to submit any application to the iTunes store, you will need an iOS Developer License. For testing, you can use a physical device or the Xcode iOS emulator.

Please note that in order to test on the device, you need to register these devices and install your “provisioning profile” on them. Please refer to the Apple’s Getting started guide for more information.

Homebrew

We use the Homebrew package manager for macOS to install some of the dependencies and tools used by Kivy. It’s a really helpful tool and is an Open Source project hosted on Github.

Due to the nature of package management (complications with versions and Operating Systems), this process can be error prone and cause failures in the build process. The Missing requirement: <pkg> is not installed! message is typically such an error.

The first thing is to ensure you have run the following commands:

$ brew install autoconf automake libtool pkg-config
$ brew link libtool
$ pip install Cython==0.29.33

If you still receive build errors, check your Homebrew is in a healthy state:

brew doctor

For further help, please refer to the Homebrew docs.

The last, final and desperate step to get things working might be to remove Homebrew altogether, get the latest version, install that and then re-install the dependencies.

Create a package for iOS

The overall process for creating a package for iOS can be explained in 4 steps:

  1. Compile the distribution (python + modules for iOS)

  2. Create an Xcode project (and link your source code)

  3. Update the Xcode project

  4. Customize the Xcode project

Prerequisites

You need to install some dependencies, like Cython, autotools, etc. We encourage you to use Homebrew to install those dependencies:

$ brew install autoconf automake libtool pkg-config
$ brew link libtool
$ pip install Cython==0.29.33

For more detail, see iOS Prerequisites. Just ensure that everything is ok before starting the second step!

Compile the distribution

Open a terminal, and type:

$ pip install kivy-ios
$ toolchain build kivy

If you experience any issues, please refer to our user group or the kivy-ios project page.

Create an Xcode project

Before proceeding to the next step, ensure your application entry point is a file named main.py.

We provide a script that creates an initial Xcode project to start with. In the command line below, replace title with your project name. It must be a name without any spaces or illegal characters:

$ toolchain create <title> <app_directory>
$ toolchain create Touchtracer ~/code/kivy/examples/demo/touchtracer

Note

You must use a fully qualified path to your application directory.

A directory named <title>-ios will be created, with an Xcode project in it. You can open the Xcode project:

$ open touchtracer-ios/touchtracer.xcodeproj

Then click on Play, and enjoy.

Note

Everytime you press Play, your application directory will be synced to the <title>-ios/YourApp directory. Don’t make changes in the -ios directory directly.

Update the Xcode project

Let’s say you want to add numpy to your project but you did not compile it prior to creating your XCode project. First, ensure it is built:

$ toolchain build numpy

Then, update your Xcode project:

$ toolchain update touchtracer-ios

All the libraries / frameworks necessary to run all the compiled recipes will be added to your Xcode project.

Customize the Xcode project

There are various ways to customize and configure your app. Please refer to the kivy-ios documentation for more information.

Known issues

All known issues with packaging for iOS are currently tracked on our issues page. If you encounter an issue specific to packaging for iOS that isn’t listed there, please feel free to file a new issue, and we will get back to you on it.

While most are too technical to be written here, one important known issue is that removing some libraries (e.g. SDL_Mixer for audio) is currently not possible because the kivy project requires it. We will fix this and others in future versions.

FAQ
Application quit abnormally!

In debug mode, all the print statements are sent to the Xcode console. Looking and grep’ing these logs is highly encouraged. You’ll probably find that you missed to build/install a required dependency. Not your case? Feel free to ask on our Discord support channels.

How can Apple accept a python app?

We managed to merge the app binary with all the libraries into a single binary, called libpython. This means all binary modules are loaded beforehand, so nothing is dynamically loaded.

Have you already submitted a Kivy application to the App store?

Yes, absolutely. Kivy Apps in the Apple App Store.

Package licensing

Warning

This is not a legally authoritative guide! The Kivy organisation, authors and contributors take no responsibility for any lack of knowledge, information or advice presented here. The guide is merely informative and is meant to protect inexperienced users.

Your code alone may not require including licensing information or copyright notices of other included software, but binaries are something else. When a binary (.exe, .app, .apk, …) is created, it includes Kivy, its dependencies and other packages that your application uses.

Some of them are licensed in a way that requires including a copyright notice somewhere in your app (or more). Before distributing any of the binaries, please check all the created files that don’t belong to your source (.dll, .pyd, .so, …) and include the appropriate copyright notices if required by the license the files belong to. This way you may satisfy licensing requirements of the Kivy deps.

Dependencies

All of the dependencies will be used at least partially on each platform Kivy supports. You therefore need to comply to their licenses, which mostly requires only pasting a copyright notice in your app and not pretending you wrote the code.

You’ll probably need to check image and audio libraries manually (most begin with lib). The LICENSE* files that belong to them should be included by PyInstaller, but are not included by python-for-android and you need to find them.

Windows (PyInstaller)

To access some Windows API features, Kivy uses the pypiwin32 package. This package is released under the PSF license.

Visual Studio Redistributables

Python compiled with Visual Studio (official) includes files from Microsoft and you are only allowed to redistribute them under specific conditions listed in the CRTlicense. You need to include the names of the files and a reworded version of Py2 CRT license or Py3 CRT license (depending which interpreter you use) and present these to the end-user of your application in order to satisfy their requirements.

Other libraries

Note

Please add the attributions for other libraries that you don’t use directly but are present after packaging with e.g. PyInstaller on Windows.

Linux

Linux has many distributions which means there’s no correct guide for all of the distributions. This applies to the RPi too. However, it can be simplified in two ways depending on how you create a package (also with PyInstaller): with or without including binaries.

If the binaries are included, you should check every file (e.g. .so) that’s not your source and find the license it belongs to. According to that license, you’ll probably need to put an attribution into your application or possibly more, depending on the requirements of that license.

If the binaries are not included (which allows packaging your app as e.g. a .deb package), there’s a situation bad for your user. It’s up to you to decide whether you satisfy the conditions of other licenses and, for example, include copyright attributions into your app or not.

Android

As APK or AAB are just an archive of files: you can extract files from them and (as in Windows redistributables) check all the files.

private.tar contains all the included files. Most of them are related to Kivy, Python or your source, but those that aren’t need checking.

apk: APK/assets/private.tar

aab: AAB/base/assets/private.tar

There are other included libraries, included either by Kivy directly or through SDL2, that are located in APK/lib/* or AAB/base/lib/*. Most of them are related to dependencies or are produced by python-for-android and are part of its source (and licensing).

Warning

libpybundle.so is actually a tarball that contains python modules and site-packages. You’ll probably want to inspect it for licensing purposes via tar -xvf libpybundle.so.

macOS

Missing.

iOS

Missing.

Avoiding binaries

There might be a way how to avoid this licensing process by avoiding creating a distribution with third-party stuff completely. With Python you can create a module, which is only your code with __main__.py + setup.py that only lists required dependencies.

This way, you can still distribute your app - your code - and you might not need to care about other licenses. The combination of your code and the dependencies could be specified as a “usage” rather than a “distribution”. The responsibility of satisfying licenses, however, most likely transfers to your user, who needs to assemble the environment to even run the module. If you care about your users, you might want to slow down a little and read more about the consequences.

Tutorials

Pong Game Tutorial

Introduction

Welcome to the Pong tutorial

This tutorial will teach you how to write pong using Kivy. We’ll start with a basic application like the one described in the Create an application and turn it into a playable pong game, describing each step along the way.

_images/pong.jpg

Here is a check list before starting this tutorial:

  • You have a working Kivy installation. See the Installing Kivy section for detailed descriptions

  • You know how to run a basic Kivy application. See Create an application if you don’t.

If you have read the programming guide, and understand both basic Widget concepts (A Simple Paint App) and basic concepts of the kv language (Kv language), you can probably skip the first 2 steps and go straight to step 3.

Note

You can find the entire source code–and source code files for each step–in the Kivy examples directory under tutorials/pong/.

Ready? Sweet, let’s get started!

Getting Started

Getting Started

Let’s start by getting a really simple Kivy app up and running. Create a directory for the game and a file named main.py

 1from kivy.app import App
 2from kivy.uix.widget import Widget
 3
 4
 5class PongGame(Widget):
 6    pass
 7
 8
 9class PongApp(App):
10    def build(self):
11        return PongGame()
12
13
14if __name__ == '__main__':
15    PongApp().run()

Go ahead and run the application. It should just show a black window at this point. What we’ve done is create a very simple Kivy App, which creates an instance of our PongGame Widget class and returns it as the root element for the applications UI, which you should imagine at this point as a hierarchical tree of Widgets. Kivy places this widget-tree in the default Window. In the next step, we will draw the Pong background and scores by defining how the PongGame widget looks.

Add Simple Graphics

Creation of pong.kv

We will use a .kv file to define the look and feel of the PongGame class. Since our App class is called PongApp, we can simply create a file called pong.kv in the same directory that will be automatically loaded when the application is run. So create a new file called ``pong.kv`` and add the following contents.

 1#:kivy 1.0.9
 2
 3<PongGame>:    
 4    canvas:
 5        Rectangle:
 6            pos: self.center_x - 5, 0
 7            size: 10, self.height
 8            
 9    Label:
10        font_size: 70  
11        center_x: root.width / 4
12        top: root.top - 50
13        text: "0"
14        
15    Label:
16        font_size: 70  
17        center_x: root.width * 3 / 4
18        top: root.top - 50
19        text: "0"

Note

COMMON ERROR: The name of the kv file, e.g. pong.kv, must match the name of the app, e.g. PongApp (the part before the App ending).

If you run the app now, you should see a vertical bar in the middle, and two zeros where the player scores will be displayed.

Explaining the Kv File Syntax

Before going on to the next step, you might want to take a closer look at the contents of the kv file we just created and figure out what is going on. If you understand what’s happening, you can probably skip ahead to the next step.

On the very first line we have:

#:kivy 1.0.9

This first line is required in every kv file. It should start with #:kivy followed by a space and the Kivy version it is intended for (so Kivy can make sure you have at least the required version, or handle backwards compatibility later on).

After that, we begin defining rules that are applied to all PongGame instances:

<PongGame>:
    ...

Like Python, kv files use indentation to define nested blocks. A block defined with a class name inside the < and > characters is a Widget rule. It will be applied to any instance of the named class. If you replaced PongGame with Widget in our example, all Widget instances would have the vertical line and the two Label widgets inside them because it would define these rules for all Widget instances.

Inside a rule section, you can add various blocks to define the style and contents of the widgets they will be applied to. You can:

  • set property values

  • add child widgets

  • define a canvas section in which you can add Graphics instructions that define how the widget is rendered.

The first block inside the <PongGame> rule we have is a canvas block:

1<PongGame>:
2    canvas:
3        Rectangle:
4            pos: self.center_x - 5, 0
5            size: 10, self.height

So this canvas block says that the PongGame widget should draw some graphics primitives. In this case, we add a rectangle to the canvas. We set the pos of the rectangle to be 5 pixels left of the horizontal center of the widget, and 0 for y. The size of the rectangle is set to 10 pixels in width, and the widget’s height in height. The nice thing about defining the graphics like this, is that the rendered rectangle will be automatically updated when the properties of any widgets used in the value expression change.

Note

Try to resize the application window and notice what happens. That’s right, the entire UI resizes automatically. The standard behaviour of the Window is to resize an element based on its property size_hint. The default widget size_hint is (1,1), meaning it will be stretched 100% in both x-direction and y-direction and hence fill the available space. Since the pos and size of the rectangle and center_x and top of the score labels were defined within the context of the PongGame class, these properties will automatically update when the corresponding widget properties change. Using the Kv language gives you automatic property binding. :)

The last two sections we add look pretty similar. Each of them adds a Label widget as a child widget to the PongGame widget. For now, the text on both of them is just set to “0”. We’ll hook that up to the actual score once we have the logic implemented, but the labels already look good since we set a bigger font_size, and positioned them relatively to the root widget. The root keyword can be used inside the child block to refer back to the parent/root widget the rule applies to (PongGame in this case):

 1<PongGame>:
 2    # ...
 3
 4    Label:
 5        font_size: 70
 6        center_x: root.width / 4
 7        top: root.top - 50
 8        text: "0"
 9
10    Label:
11        font_size: 70
12        center_x: root.width * 3 / 4
13        top: root.top - 50
14        text: "0"

Add the Ball

Add the Ball

Ok, so we have a basic pong arena to play in, but we still need the players and a ball to hit around. Let’s start with the ball. We’ll add a new PongBall class to create a widget that will be our ball and make it bounce around.

PongBall Class

Here is the Python code for the PongBall class:

 1class PongBall(Widget):
 2
 3    # velocity of the ball on x and y axis
 4    velocity_x = NumericProperty(0)
 5    velocity_y = NumericProperty(0)
 6
 7    # referencelist property so we can use ball.velocity as
 8    # a shorthand, just like e.g. w.pos for w.x and w.y
 9    velocity = ReferenceListProperty(velocity_x, velocity_y)
10
11    # ``move`` function will move the ball one step. This
12    #  will be called in equal intervals to animate the ball
13    def move(self):
14        self.pos = Vector(*self.velocity) + self.pos

And here is the kv rule used to draw the ball as a white circle:

1<PongBall>:
2    size: 50, 50
3    canvas:
4        Ellipse:
5            pos: self.pos
6            size: self.size

To make it all work, you also have to add the imports for the Properties Property classes used and the Vector.

Here is the entire updated python code and kv file for this step:

main.py:
 1from kivy.app import App
 2from kivy.uix.widget import Widget
 3from kivy.properties import NumericProperty, ReferenceListProperty
 4from kivy.vector import Vector
 5
 6
 7class PongBall(Widget):
 8    velocity_x = NumericProperty(0)
 9    velocity_y = NumericProperty(0)
10    velocity = ReferenceListProperty(velocity_x, velocity_y)
11
12    def move(self):
13        self.pos = Vector(*self.velocity) + self.pos
14
15
16class PongGame(Widget):
17    pass
18
19
20class PongApp(App):
21    def build(self):
22        return PongGame()
23
24
25if __name__ == '__main__':
26    PongApp().run()
pong.kv:
 1#:kivy 1.0.9
 2
 3<PongBall>:
 4    size: 50, 50 
 5    canvas:
 6        Ellipse:
 7            pos: self.pos
 8            size: self.size          
 9
10<PongGame>:
11    canvas:
12        Rectangle:
13            pos: self.center_x - 5, 0
14            size: 10, self.height
15    
16    Label:
17        font_size: 70  
18        center_x: root.width / 4
19        top: root.top - 50
20        text: "0"
21        
22    Label:
23        font_size: 70  
24        center_x: root.width * 3 / 4
25        top: root.top - 50
26        text: "0"
27    
28    PongBall:
29        center: self.parent.center
30        

Note that not only a <PongBall> widget rule has been added, but also a child widget PongBall in the <PongGame> widget rule.

Adding Ball Animation

Making the ball move

Cool, so now we have a ball, and it even has a move function… but it’s not moving yet. Let’s fix that.

Scheduling Functions on the Clock

We need the move method of our ball to be called regularly. Luckily, Kivy makes this pretty easy by letting us schedule any function we want using the Clock and specifying the interval:

Clock.schedule_interval(game.update, 1.0/60.0)

This line for example, would cause the update function of the game object to be called once every 60th of a second (60 times per second).

Object Properties/References

We have another problem though. We’d like to make sure the PongBall has its move function called regularly, but in our code we don’t have any references to the ball object since we just added it via the kv file inside the kv rule for the PongGame class. The only reference to our game is the one we return in the applications build method.

Since we’re going to have to do more than just move the ball (e.g. bounce it off the walls and later the players racket), we’ll probably need an update method for our PongGame class anyway. Furthermore, given that we have a reference to the game object already, we can easily schedule its new update method when the application gets built:

 1class PongGame(Widget):
 2
 3    def update(self, dt):
 4        # call ball.move and other stuff
 5        pass
 6
 7class PongApp(App):
 8
 9    def build(self):
10        game = PongGame()
11        Clock.schedule_interval(game.update, 1.0/60.0)
12        return game

However, that still doesn’t change the fact that we don’t have a reference to the PongBall child widget created by the kv rule. To fix this, we can add an ObjectProperty to the PongGame class, and hook it up to the widget created in the kv rule. Once that’s done, we can easily reference the ball property inside the update method and even make it bounce off the edges:

 1class PongGame(Widget):
 2    ball = ObjectProperty(None)
 3
 4    def update(self, dt):
 5        self.ball.move()
 6
 7        # bounce off top and bottom
 8        if (self.ball.y < 0) or (self.ball.top > self.height):
 9            self.ball.velocity_y *= -1
10
11        # bounce off left and right
12        if (self.ball.x < 0) or (self.ball.right > self.width):
13            self.ball.velocity_x *= -1

Don’t forget to hook it up in the kv file, by giving the child widget an id and setting the PongGame’s ball ObjectProperty to that id:

1<PongGame>:
2    ball: pong_ball
3
4    # ... (canvas and Labels)
5
6    PongBall:
7        id: pong_ball
8        center: self.parent.center

Note

At this point everything is hooked up for the ball to bounce around. If you’re coding along as we go, you might be wondering why the ball isn’t moving anywhere. The ball’s velocity is set to 0 on both x and y. In the code listing below, a serve_ball method is added to the PongGame class and called in the app’s build method. It sets a random x and y velocity for the ball, and also resets the position, so we can use it later to reset the ball when a player has scored a point.

Here is the entire code for this step:

main.py:
 1from kivy.app import App
 2from kivy.uix.widget import Widget
 3from kivy.properties import (
 4    NumericProperty, ReferenceListProperty, ObjectProperty
 5)
 6from kivy.vector import Vector
 7from kivy.clock import Clock
 8from random import randint
 9
10
11class PongBall(Widget):
12    velocity_x = NumericProperty(0)
13    velocity_y = NumericProperty(0)
14    velocity = ReferenceListProperty(velocity_x, velocity_y)
15
16    def move(self):
17        self.pos = Vector(*self.velocity) + self.pos
18
19
20class PongGame(Widget):
21    ball = ObjectProperty(None)
22
23    def serve_ball(self):
24        self.ball.center = self.center
25        self.ball.velocity = Vector(4, 0).rotate(randint(0, 360))
26
27    def update(self, dt):
28        self.ball.move()
29
30        # bounce off top and bottom
31        if (self.ball.y < 0) or (self.ball.top > self.height):
32            self.ball.velocity_y *= -1
33
34        # bounce off left and right
35        if (self.ball.x < 0) or (self.ball.right > self.width):
36            self.ball.velocity_x *= -1
37
38
39class PongApp(App):
40    def build(self):
41        game = PongGame()
42        game.serve_ball()
43        Clock.schedule_interval(game.update, 1.0 / 60.0)
44        return game
45
46
47if __name__ == '__main__':
48    PongApp().run()
pong.kv:
 1#:kivy 1.0.9
 2
 3<PongBall>:
 4    size: 50, 50 
 5    canvas:
 6        Ellipse:
 7            pos: self.pos
 8            size: self.size          
 9
10<PongGame>:
11    ball: pong_ball
12    
13    canvas:
14        Rectangle:
15            pos: self.center_x - 5, 0
16            size: 10, self.height
17    
18    Label:
19        font_size: 70  
20        center_x: root.width / 4
21        top: root.top - 50
22        text: "0"
23        
24    Label:
25        font_size: 70  
26        center_x: root.width * 3 / 4
27        top: root.top - 50
28        text: "0"
29    
30    PongBall:
31        id: pong_ball
32        center: self.parent.center
33        

Connect Input Events

Adding Players and reacting to touch input

Sweet, our ball is bouncing around. The only things missing now are the movable player rackets and keeping track of the score. We won’t go over all the details of creating the class and kv rules again, since those concepts were already covered in the previous steps. Instead, let’s focus on how to move the Player widgets in response to user input. You can get the whole code and kv rules for the PongPaddle class at the end of this section.

In Kivy, a widget can react to input by implementing the on_touch_down, the on_touch_move and the on_touch_up methods. By default, the Widget class implements these methods by just calling the corresponding method on all its child widgets to pass on the event until one of the children returns True.

Pong is pretty simple. The rackets just need to move up and down. In fact it’s so simple, we don’t even really need to have the player widgets handle the events themselves. We’ll just implement the on_touch_move function for the PongGame class and have it set the position of the left or right player based on whether the touch occurred on the left or right side of the screen.

Check the on_touch_move handler:

1def on_touch_move(self, touch):
2    if touch.x < self.width/3:
3        self.player1.center_y = touch.y
4    if touch.x > self.width - self.width/3:
5        self.player2.center_y = touch.y

We’ll keep the score for each player in a NumericProperty. The score labels of the PongGame are kept updated by changing the NumericProperty score, which in turn updates the PongGame child labels text property. This binding occurs because Kivy properties automatically bind to any references in their corresponding kv files. When the ball escapes out of the sides, we’ll update the score and serve the ball again by changing the update method in the PongGame class. The PongPaddle class also implements a bounce_ball method, so that the ball bounces differently based on where it hits the racket. Here is the code for the PongPaddle class:

1class PongPaddle(Widget):
2
3    score = NumericProperty(0)
4
5    def bounce_ball(self, ball):
6        if self.collide_widget(ball):
7            speedup  = 1.1
8            offset = 0.02 * Vector(0, ball.center_y-self.center_y)
9            ball.velocity =  speedup * (offset - ball.velocity)

Note

This algorithm for ball bouncing is very simple, but will have strange behavior if the ball hits the paddle from the side or bottom…this is something you could try to fix yourself if you like.

And here it is in context. Pretty much done:

main.py:
 1from kivy.app import App
 2from kivy.uix.widget import Widget
 3from kivy.properties import (
 4    NumericProperty, ReferenceListProperty, ObjectProperty
 5)
 6from kivy.vector import Vector
 7from kivy.clock import Clock
 8
 9
10class PongPaddle(Widget):
11    score = NumericProperty(0)
12
13    def bounce_ball(self, ball):
14        if self.collide_widget(ball):
15            vx, vy = ball.velocity
16            offset = (ball.center_y - self.center_y) / (self.height / 2)
17            bounced = Vector(-1 * vx, vy)
18            vel = bounced * 1.1
19            ball.velocity = vel.x, vel.y + offset
20
21
22class PongBall(Widget):
23    velocity_x = NumericProperty(0)
24    velocity_y = NumericProperty(0)
25    velocity = ReferenceListProperty(velocity_x, velocity_y)
26
27    def move(self):
28        self.pos = Vector(*self.velocity) + self.pos
29
30
31class PongGame(Widget):
32    ball = ObjectProperty(None)
33    player1 = ObjectProperty(None)
34    player2 = ObjectProperty(None)
35
36    def serve_ball(self, vel=(4, 0)):
37        self.ball.center = self.center
38        self.ball.velocity = vel
39
40    def update(self, dt):
41        self.ball.move()
42
43        # bounce off paddles
44        self.player1.bounce_ball(self.ball)
45        self.player2.bounce_ball(self.ball)
46
47        # bounce ball off bottom or top
48        if (self.ball.y < self.y) or (self.ball.top > self.top):
49            self.ball.velocity_y *= -1
50
51        # went off to a side to score point?
52        if self.ball.x < self.x:
53            self.player2.score += 1
54            self.serve_ball(vel=(4, 0))
55        if self.ball.right > self.width:
56            self.player1.score += 1
57            self.serve_ball(vel=(-4, 0))
58
59    def on_touch_move(self, touch):
60        if touch.x < self.width / 3:
61            self.player1.center_y = touch.y
62        if touch.x > self.width - self.width / 3:
63            self.player2.center_y = touch.y
64
65
66class PongApp(App):
67    def build(self):
68        game = PongGame()
69        game.serve_ball()
70        Clock.schedule_interval(game.update, 1.0 / 60.0)
71        return game
72
73
74if __name__ == '__main__':
75    PongApp().run()

pong.kv:

 1#:kivy 1.0.9
 2
 3<PongBall>:
 4    size: 50, 50 
 5    canvas:
 6        Ellipse:
 7            pos: self.pos
 8            size: self.size          
 9
10<PongPaddle>:
11    size: 25, 200
12    canvas:
13        Rectangle:
14            pos: self.pos
15            size: self.size
16
17<PongGame>:
18    ball: pong_ball
19    player1: player_left
20    player2: player_right
21    
22    canvas:
23        Rectangle:
24            pos: self.center_x - 5, 0
25            size: 10, self.height
26    
27    Label:
28        font_size: 70  
29        center_x: root.width / 4
30        top: root.top - 50
31        text: str(root.player1.score)
32        
33    Label:
34        font_size: 70  
35        center_x: root.width * 3 / 4
36        top: root.top - 50
37        text: str(root.player2.score)
38    
39    PongBall:
40        id: pong_ball
41        center: self.parent.center
42        
43    PongPaddle:
44        id: player_left
45        x: root.x
46        center_y: root.center_y
47        
48    PongPaddle:
49        id: player_right
50        x: root.width - self.width
51        center_y: root.center_y
52        

Where To Go Now?

Have some fun

Well, the pong game is pretty much complete. If you understood all of the things that are covered in this tutorial, give yourself a pat on the back and think about how you could improve the game. Here are a few ideas of things you could do:

  • Add some nicer graphics / images. (Hint: check out the source property on the graphics instructions like circle or Rectangle, to set an image as the texture.)

  • Make the game end after a certain score. Maybe once a player has 10 points, you can display a large “PLAYER 1 WINS” label and/or add a main menu to start, pause and reset the game. (Hint: check out the Button and Label classes, and figure out how to use their add_widget and remove_widget functions to add or remove widgets dynamically.)

  • Make it a 4 player Pong Game. Most tablets have Multi-Touch support, so wouldn’t it be cool to have a player on each side and have four people play at the same time?

  • Fix the simplistic collision check so hitting the ball with an end of the paddle results in a more realistic bounce.

Note

You can find the entire source code–and source code files for each step–in the Kivy examples directory under tutorials/pong/.

A Simple Paint App

In the following tutorial, you will be guided through the creation of your first widget. This provides powerful and important knowledge when programming Kivy applications, as it lets you create completely new user interfaces with custom elements for your specific purpose.

Basic Considerations

When creating an application, you have to ask yourself three important questions:

  • What data does my application process?

  • How do I visually represent that data?

  • How does the user interact with that data?

If you want to write a very simple line drawing application for example, you most likely want the user to just draw on the screen with his/her fingers. That’s how the user interacts with your application. While doing so, your application would memorize the positions where the user’s finger were, so that you can later draw lines between those positions. So the points where the fingers were would be your data and the lines that you draw between them would be your visual representation.

In Kivy, an application’s user interface is composed of Widgets. Everything that you see on the screen is somehow drawn by a widget. Often you would like to be able to reuse code that you already wrote in a different context, which is why widgets typically represent one specific instance that answers the three questions above. A widget encapsulates data, defines the user’s interaction with that data and draws its visual representation. You can build anything from simple to complex user interfaces by nesting widgets. There are many widgets built in, such as buttons, sliders and other common stuff. In many cases, however, you need a custom widget that is beyond the scope of what is shipped with Kivy (e.g. a medical visualization widget).

So keep these three questions in mind when you design your widgets. Try to write them in a minimal and reusable manner (i.e. a widget does exactly what its supposed to do and nothing more. If you need more, write more widgets or compose other widgets of smaller widgets. We try to adhere to the Single Responsibility Principle).

Paint Widget

We’re sure one of your childhood dreams has always been creating your own multitouch paint program. Allow us to help you achieve that. In the following sections you will successively learn how to write a program like that using Kivy. Make sure that you have read and understood Create an application. You have? Great! Let’s get started!

Initial Structure

Let’s start by writing the very basic code structure that we need. By the way, all the different pieces of code that are used in this section are also available in the examples/guide/firstwidget directory that comes with Kivy, so you don’t need to copy & paste it all the time. Here is the basic code skeleton that we will need:

 1from kivy.app import App
 2from kivy.uix.widget import Widget
 3
 4
 5class MyPaintWidget(Widget):
 6    pass
 7
 8
 9class MyPaintApp(App):
10    def build(self):
11        return MyPaintWidget()
12
13
14if __name__ == '__main__':
15    MyPaintApp().run()

This is actually really simple. Save it as paint.py. If you run it, you should only see a black screen. As you can see, instead of using a built-in widget such as a Button (see Create an application), we are going to write our own widget to do the drawing. We do that by creating a class that inherits from Widget (line 5-6) and although that class does nothing yet, we can still treat it like a normal Kivy widget (line 11). The if __name__ ... construct (line 14) is a Python mechanism that prevents you from executing the code in the if-statement when importing from the file, i.e. if you write import paint, it won’t do something unexpected but just nicely provide the classes defined in the file.

Note

You may be wondering why you have to import App and Widget separately, instead of doing something like from kivy import *. While shorter, this would have the disadvantage of polluting your namespace and make the start of the application potentially much slower. It can also introduce ambiguity into class and variable naming, so is generally frowned upon in the Python community. The way we do it is faster and cleaner.

Adding Behaviour

Let’s now add some actual behaviour to the widget, i.e. make it react to user input. Change the code like so:

 1from kivy.app import App
 2from kivy.uix.widget import Widget
 3
 4
 5class MyPaintWidget(Widget):
 6    def on_touch_down(self, touch):
 7        print(touch)
 8
 9
10class MyPaintApp(App):
11    def build(self):
12        return MyPaintWidget()
13
14
15if __name__ == '__main__':
16    MyPaintApp().run()

This is just to show how easy it is to react to user input. When a MotionEvent (i.e. a touch, click, etc.) occurs, we simply print the information about the touch object to the console. You won’t see anything on the screen, but if you observe the command-line from which you are running the program, you will see a message for every touch. This also demonstrates that a widget does not have to have a visual representation.

Now that’s not really an overwhelming user experience. Let’s add some code that actually draws something into our window:

 1from kivy.app import App
 2from kivy.uix.widget import Widget
 3from kivy.graphics import Color, Ellipse
 4
 5
 6class MyPaintWidget(Widget):
 7
 8    def on_touch_down(self, touch):
 9        with self.canvas:
10            Color(1, 1, 0)
11            d = 30.
12            Ellipse(pos=(touch.x - d / 2, touch.y - d / 2), size=(d, d))
13
14
15class MyPaintApp(App):
16
17    def build(self):
18        return MyPaintWidget()
19
20
21if __name__ == '__main__':
22    MyPaintApp().run()
_images/guide-3.jpg

If you run your code with these modifications, you will see that every time you touch, there will be a small yellow circle drawn where you touched. How does it work?

  • Line 9: We use Python’s with statement with the widget’s Canvas object. This is like an area in which the widget can draw things to represent itself on the screen. By using the with statement with it, all successive drawing commands that are properly indented will modify this canvas. The with statement also makes sure that after our drawing, internal state can be cleaned up properly.

  • Line 10: You might have guessed it already: This sets the Color for successive drawing operations to yellow (default color format is RGB, so (1, 1, 0) is yellow). This is true until another Color is set. Think of this as dipping your brushes in that color, which you can then use to draw on a canvas until you dip the brushes into another color.

  • Line 11: We specify the diameter for the circle that we are about to draw. Using a variable for that is preferable since we need to refer to that value multiple times and we don’t want to have to change it in several places if we want the circle bigger or smaller.

  • Line 12: To draw a circle, we simply draw an Ellipse with equal width and height. Since we want the circle to be drawn where the user touches, we pass the touch’s position to the ellipse. Note that we need to shift the ellipse by -d/2 in the x and y directions (i.e. left and downwards) because the position specifies the bottom left corner of the ellipse’s bounding box, and we want it to be centered around our touch.

That was easy, wasn’t it? It gets better! Update the code to look like this:

 1from kivy.app import App
 2from kivy.uix.widget import Widget
 3from kivy.graphics import Color, Ellipse, Line
 4
 5
 6class MyPaintWidget(Widget):
 7
 8    def on_touch_down(self, touch):
 9        with self.canvas:
10            Color(1, 1, 0)
11            d = 30.
12            Ellipse(pos=(touch.x - d / 2, touch.y - d / 2), size=(d, d))
13            touch.ud['line'] = Line(points=(touch.x, touch.y))
14
15    def on_touch_move(self, touch):
16        touch.ud['line'].points += [touch.x, touch.y]
17
18
19class MyPaintApp(App):
20
21    def build(self):
22        return MyPaintWidget()
23
24
25if __name__ == '__main__':
26    MyPaintApp().run()
_images/guide-4.jpg
This is what has changed:
  • Line 3: We now not only import the Ellipse drawing instruction, but also the Line drawing instruction. If you look at the documentation for Line, you will see that it accepts a points argument that has to be a list of 2D point coordinates, like (x1, y1, x2, y2, ..., xN, yN).

  • Line 13: This is where it gets interesting. touch.ud is a Python dictionary (type <dict>) that allows us to store custom attributes for a touch.

  • Line 13: We make use of the Line instruction that we imported and set a Line up for drawing. Since this is done in on_touch_down, there will be a new line for every new touch. By creating the line inside the with block, the canvas automatically knows about the line and will draw it. We just want to modify the line later, so we store a reference to it in the touch.ud dictionary under the arbitrarily chosen but aptly named key ‘line’. We pass the line that we’re creating the initial touch position because that’s where our line will begin.

  • Lines 15: We add a new method to our widget. This is similar to the on_touch_down method, but instead of being called when a new touch occurs, this method is being called when an existing touch (for which on_touch_down was already called) moves, i.e. its position changes. Note that this is the same MotionEvent object with updated attributes. This is something we found incredibly handy and you will shortly see why.

  • Line 16: Remember: This is the same touch object that we got in on_touch_down, so we can simply access the data we stored away in the touch.ud dictionary! To the line we set up for this touch earlier, we now add the current position of the touch as a new point. We know that we need to extend the line because this happens in on_touch_move, which is only called when the touch has moved, which is exactly why we want to update the line. Storing the line in the touch.ud makes it a whole lot easier for us as we don’t have to maintain our own touch-to-line bookkeeping.

So far so good. This isn’t exactly beautiful yet, though. It looks a bit like spaghetti bolognese. How about giving each touch its own color? Great, let’s do it:

 1from random import random
 2from kivy.app import App
 3from kivy.uix.widget import Widget
 4from kivy.graphics import Color, Ellipse, Line
 5
 6
 7class MyPaintWidget(Widget):
 8
 9    def on_touch_down(self, touch):
10        color = (random(), random(), random())
11        with self.canvas:
12            Color(*color)
13            d = 30.
14            Ellipse(pos=(touch.x - d / 2, touch.y - d / 2), size=(d, d))
15            touch.ud['line'] = Line(points=(touch.x, touch.y))
16
17    def on_touch_move(self, touch):
18        touch.ud['line'].points += [touch.x, touch.y]
19
20
21class MyPaintApp(App):
22
23    def build(self):
24        return MyPaintWidget()
25
26
27if __name__ == '__main__':
28    MyPaintApp().run()
_images/guide-5.jpg

Here are the changes:

  • Line 1: We import Python’s random() function that will give us random values in the range of [0., 1.).

  • Line 10: In this case we simply create a new tuple of 3 random float values that will represent a random RGB color. Since we do this in on_touch_down, every new touch will get its own color. Don’t get confused by the use of tuples. We’re just binding the tuple to color for use as a shortcut within this method because we’re lazy.

  • Line 12: As before, we set the color for the canvas. Only this time we use the random values we generated and feed them to the color class using Python’s tuple unpacking syntax (since the Color class expects three individual color components instead of just 1. If we were to pass the tuple directly, that would be just 1 value being passed, regardless of the fact that the tuple itself contains 3 values).

This looks a lot nicer already! With a lot of skill and patience, you might even be able to create a nice little drawing!

Note

Since by default the Color instructions assume RGB mode and we’re feeding a tuple with three random float values to it, it might very well happen that we end up with a lot of dark or even black colors if we are unlucky. That would be bad because by default the background color is dark as well, so you wouldn’t be able to (easily) see the lines you draw. There is a nice trick to prevent this: Instead of creating a tuple with three random values, create a tuple like this: (random(), 1., 1.). Then, when passing it to the color instruction, set the mode to HSV color space: Color(*color, mode='hsv'). This way you will have a smaller number of possible colors, but the colors that you get will always be equally bright: only the hue changes.

Bonus Points

At this point, we could say we are done. The widget does what it’s supposed to do: it traces the touches and draws lines. It even draws circles at the positions where a line begins.

But what if the user wants to start a new drawing? With the current code, the only way to clear the window would be to restart the entire application. Luckily, we can do better. Let us add a Clear button that erases all the lines and circles that have been drawn so far. There are two options now:

  • We could either create the button as a child of our widget. That would imply that if you create more than one widget, every widget gets its own button. If you’re not careful, this will also allow users to draw on top of the button, which might not be what you want.

  • Or we set up the button only once, initially, in our app class and when it’s pressed we clear the widget.

For our simple example, it doesn’t really matter that much. For larger applications you should give some thought to who does what in your app. We’ll go with the second option here so that you see how you can build up your application’s widget tree in your app class’s build() method. We’ll also change to the HSV color space (see preceding note):

 1from random import random
 2from kivy.app import App
 3from kivy.uix.widget import Widget
 4from kivy.uix.button import Button
 5from kivy.graphics import Color, Ellipse, Line
 6
 7
 8class MyPaintWidget(Widget):
 9
10    def on_touch_down(self, touch):
11        color = (random(), 1, 1)
12        with self.canvas:
13            Color(*color, mode='hsv')
14            d = 30.
15            Ellipse(pos=(touch.x - d / 2, touch.y - d / 2), size=(d, d))
16            touch.ud['line'] = Line(points=(touch.x, touch.y))
17
18    def on_touch_move(self, touch):
19        touch.ud['line'].points += [touch.x, touch.y]
20
21
22class MyPaintApp(App):
23
24    def build(self):
25        parent = Widget()
26        self.painter = MyPaintWidget()
27        clearbtn = Button(text='Clear')
28        clearbtn.bind(on_release=self.clear_canvas)
29        parent.add_widget(self.painter)
30        parent.add_widget(clearbtn)
31        return parent
32
33    def clear_canvas(self, obj):
34        self.painter.canvas.clear()
35
36
37if __name__ == '__main__':
38    MyPaintApp().run()
_images/guide-6.jpg

Here’s what happens:

  • Line 4: We added an import statement to be able to use the Button class.

  • Line 25: We create a dummy Widget() object as a parent for both our painting widget and the button we’re about to add. This is just a poor-man’s approach to setting up a widget tree hierarchy. We could just as well use a layout or do some other fancy stuff. Again: this widget does absolutely nothing except holding the two widgets we will now add to it as children.

  • Line 26: We create our MyPaintWidget() as usual, only this time we don’t return it directly but bind it to a variable name.

  • Line 27: We create a button widget. It will have a label on it that displays the text ‘Clear’.

  • Line 28: We then bind the button’s on_release event (which is fired when the button is pressed and then released) to the callback function clear_canvas defined on below on Lines 33 & 34.

  • Line 29 & 30: We set up the widget hierarchy by making both the painter and the clearbtn children of the dummy parent widget. That means painter and clearbtn are now siblings in the usual computer science tree terminology.

  • Line 33 & 34: Up to now, the button did nothing. It was there, visible, and you could press it, but nothing would happen. We change that here: we create a small, throw-away function that is going to be our callback function when the button is pressed. The function just clears the painter’s canvas’ contents, making it black again.

Note

The Kivy Widget class, by design, is kept simple. There are no general properties such as background color and border color. Instead, the examples and documentation illustrate how to easily handle such simple things yourself, as we have done here, setting the color for the canvas, and drawing the shape. From a simple start, you can move to more elaborate customization. Higher-level built-in widgets, deriving from Widget, such as Button, do have convenience properties such as background_color, but these vary by widget. Use the API docs to see what is offered by a widget, and subclass if you need to add more functionality.

Congratulations! You’ve written your first Kivy widget. Obviously this was just a quick introduction. There is much more to discover. We suggest taking a short break to let what you just learned sink in. Maybe draw some nice pictures to relax? If you feel like you’ve understood everything and are ready for more, we encourage you to read on.

Crash Course

The Kivy Crash Course is a series of YouTube video tutorials by Kivy core developer inclement. They provide a simple walkthrough in Kivy for users who know how to code in Python and is friendly to Python beginners. After the Pong and Paint tutorials, this set of videos covers basic features and techniques that can be used to create your app quicker, keeping your code elegant and eye-friendly.

Basic Info

The Crash Course primarily consists of a series of YouTube videos, each roughly 10 minutes long. There are also articles describing some of the videos and the code used in the videos.

Topics covered by the Crash Course include:
  • Use of the basic Kivy widgets such as the Label, Button, Scatter and TextInput

  • Building an app for android with python-for-android’s old toolchain

  • Binding functions to events

  • Using changes in variables on the go

  • Smart user interface (Kv language)

  • Properties

  • Canvas and drawing

  • Label with scrolling

  • Positioning and layouts

  • Animation and Clock

  • Accessing android API (pyjnius, plyer)

  • Settings panel (and building your own options)

  • ScreenManager

API Reference

The API reference is a lexicographic list of all the different classes, methods and features that Kivy offers.

Kivy framework

Kivy is an open source library for developing multi-touch applications. It is cross-platform (Linux/OSX/Windows/Android/iOS) and released under the terms of the MIT License.

It comes with native support for many multi-touch input devices, a growing library of multi-touch aware widgets and hardware accelerated OpenGL drawing. Kivy is designed to let you focus on building custom and highly interactive applications as quickly and easily as possible.

With Kivy, you can take full advantage of the dynamic nature of Python. There are thousands of high-quality, free libraries that can be integrated in your application. At the same time, performance-critical parts are implemented using Cython.

See http://kivy.org for more information.

kivy.kivy_base_dir = '/home/docs/checkouts/readthedocs.org/user_builds/kivy/envs/latest/lib/python3.7/site-packages/kivy'

Kivy directory

kivy.kivy_config_fn = ''

Kivy configuration filename

kivy.kivy_configure()[source]

Call post-configuration of Kivy. This function must be called if you create the window yourself.

kivy.kivy_data_dir = '/home/docs/checkouts/readthedocs.org/user_builds/kivy/envs/latest/lib/python3.7/site-packages/kivy/data'

Kivy data directory

kivy.kivy_examples_dir = '/home/docs/checkouts/readthedocs.org/user_builds/kivy/envs/latest/share/kivy-examples'

Kivy examples directory

kivy.kivy_home_dir = ''

Kivy user-home storage directory

kivy.kivy_icons_dir = '/home/docs/checkouts/readthedocs.org/user_builds/kivy/envs/latest/lib/python3.7/site-packages/kivy/data/icons/'

Kivy icons config path (don’t remove the last ‘’)

kivy.kivy_options = {'audio': ('gstplayer', 'pygame', 'ffpyplayer', 'sdl2', 'avplayer'), 'camera': ('opencv', 'gi', 'avfoundation', 'android', 'picamera'), 'clipboard': ('android', 'winctypes', 'xsel', 'xclip', 'dbusklipper', 'nspaste', 'sdl2', 'pygame', 'dummy', 'gtk3'), 'image': ('tex', 'imageio', 'dds', 'sdl2', 'pygame', 'pil', 'ffpy', 'gif'), 'spelling': ('enchant', 'osxappkit'), 'text': ('pil', 'sdl2', 'pygame', 'sdlttf'), 'video': ('gstplayer', 'ffmpeg', 'ffpyplayer', 'null'), 'window': ('egl_rpi', 'sdl2', 'pygame', 'sdl', 'x11')}

Global settings options for kivy

kivy.kivy_register_post_configuration(callback)[source]

Register a function to be called when kivy_configure() is called.

Warning

Internal use only.

kivy.kivy_shader_dir = '/home/docs/checkouts/readthedocs.org/user_builds/kivy/envs/latest/lib/python3.7/site-packages/kivy/data/glsl'

Kivy glsl shader directory

kivy.kivy_usermodules_dir = ''

Kivy user modules directory

kivy.parse_kivy_version(version)[source]

Parses the kivy version as described in require() into a 3-tuple of ([x, y, z], ‘rc|a|b|dev|post’, ‘N’) where N is the tag revision. The last two elements may be None.

kivy.require(version)[source]

Require can be used to check the minimum version required to run a Kivy application. For example, you can start your application code like this:

import kivy
kivy.require('1.0.1')

If a user attempts to run your application with a version of Kivy that is older than the specified version, an Exception is raised.

The Kivy version string is built like this:

X.Y.Z[tag[tagrevision]]

X is the major version
Y is the minor version
Z is the bugfixes revision

The tag is optional, but may be one of ‘.dev’, ‘.post’, ‘a’, ‘b’, or ‘rc’. The tagrevision is the revision number of the tag.

Warning

You must not ask for a version with a tag, except -dev. Asking for a ‘dev’ version will just warn the user if the current Kivy version is not a -dev, but it will never raise an exception. You must not ask for a version with a tagrevision.

Animation

Animation and AnimationTransition are used to animate Widget properties. You must specify at least a property name and target value. To use an Animation, follow these steps:

  • Setup an Animation object

  • Use the Animation object on a Widget

Simple animation

To animate a Widget’s x or y position, simply specify the target x/y values where you want the widget positioned at the end of the animation:

anim = Animation(x=100, y=100)
anim.start(widget)

The animation will last for 1 second unless duration is specified. When anim.start() is called, the Widget will move smoothly from the current x/y position to (100, 100).

Multiple properties and transitions

You can animate multiple properties and use built-in or custom transition functions using transition (or the t= shortcut). For example, to animate the position and size using the ‘in_quad’ transition:

anim = Animation(x=50, size=(80, 80), t='in_quad')
anim.start(widget)

Note that the t= parameter can be the string name of a method in the AnimationTransition class or your own animation function.

Sequential animation

To join animations sequentially, use the ‘+’ operator. The following example will animate to x=50 over 1 second, then animate the size to (80, 80) over the next two seconds:

anim = Animation(x=50) + Animation(size=(80, 80), duration=2.)
anim.start(widget)
Parallel animation

To join animations in parallel, use the ‘&’ operator. The following example will animate the position to (80, 10) over 1 second, whilst in parallel animating the size to (800, 800):

anim = Animation(pos=(80, 10))
anim &= Animation(size=(800, 800), duration=2.)
anim.start(widget)

Keep in mind that creating overlapping animations on the same property may have unexpected results. If you want to apply multiple animations to the same property, you should either schedule them sequentially (via the ‘+’ operator or using the on_complete callback) or cancel previous animations using the cancel_all method.

Repeating animation

New in version 1.8.0.

Note

This is currently only implemented for ‘Sequence’ animations.

To set an animation to repeat, simply set the Sequence.repeat property to True:

anim = Animation(...) + Animation(...)
anim.repeat = True
anim.start(widget)

For flow control of animations such as stopping and cancelling, use the methods already in place in the animation module.

class kivy.animation.Animation(**kw)[source]

Bases: kivy.event.EventDispatcher

Create an animation definition that can be used to animate a Widget.

Parameters:
duration or d: float, defaults to 1.

Duration of the animation, in seconds.

transition or t: str or func

Transition function for animate properties. It can be the name of a method from AnimationTransition.

step or s: float

Step in milliseconds of the animation. Defaults to 0, which means the animation is updated for every frame.

To update the animation less often, set the step value to a float. For example, if you want to animate at 30 FPS, use s=1/30.

Events:
on_start: animation, widget

Fired when the animation is started on a widget.

on_complete: animation, widget

Fired when the animation is completed or stopped on a widget.

on_progress: animation, widget, progression

Fired when the progression of the animation is changing.

Changed in version 1.4.0: Added s/step parameter.

Changed in version 1.10.0: The default value of the step parameter was changed from 1/60. to 0.

property animated_properties

Return the properties used to animate.

cancel(widget)[source]

Cancel the animation previously applied to a widget. Same effect as stop, except the on_complete event will not be triggered!

New in version 1.4.0.

static cancel_all(widget, *largs)[source]

Cancel all animations that concern a specific widget / list of properties. See cancel.

Example:

anim = Animation(x=50)
anim.start(widget)

# and later
Animation.cancel_all(widget, 'x')

New in version 1.4.0.

Changed in version 2.1.0: If the parameter widget is None, all animated widgets will be the target and cancelled. If largs is also given, animation of these properties will be canceled for all animated widgets.

cancel_property(widget, prop)[source]

Even if an animation is running, remove a property. It will not be animated further. If it was the only/last property being animated, the animation will be canceled (see cancel)

New in version 1.4.0.

property duration

Return the duration of the animation.

have_properties_to_animate(widget)[source]

Return True if a widget still has properties to animate.

New in version 1.8.0.

start(widget)[source]

Start the animation on a widget.

stop(widget)[source]

Stop the animation previously applied to a widget, triggering the on_complete event.

static stop_all(widget, *largs)[source]

Stop all animations that concern a specific widget / list of properties.

Example:

anim = Animation(x=50)
anim.start(widget)

# and later
Animation.stop_all(widget, 'x')
stop_property(widget, prop)[source]

Even if an animation is running, remove a property. It will not be animated further. If it was the only/last property being animated, the animation will be stopped (see stop).

property transition

Return the transition of the animation.

class kivy.animation.AnimationTransition[source]

Bases: builtins.object

Collection of animation functions to be used with the Animation object. Easing Functions ported to Kivy from the Clutter Project https://developer.gnome.org/clutter/stable/ClutterAlpha.html

The progress parameter in each animation function is in the range 0-1.

static in_back(progress)[source]
_images/anim_in_back.png
static in_bounce(progress)[source]
_images/anim_in_bounce.png
static in_circ(progress)[source]
_images/anim_in_circ.png
static in_cubic(progress)[source]
_images/anim_in_cubic.png
static in_elastic(progress)[source]
_images/anim_in_elastic.png
static in_expo(progress)[source]
_images/anim_in_expo.png
static in_out_back(progress)[source]
_images/anim_in_out_back.png
static in_out_bounce(progress)[source]
_images/anim_in_out_bounce.png
static in_out_circ(progress)[source]
_images/anim_in_out_circ.png
static in_out_cubic(progress)[source]
_images/anim_in_out_cubic.png
static in_out_elastic(progress)[source]
_images/anim_in_out_elastic.png
static in_out_expo(progress)[source]
_images/anim_in_out_expo.png
static in_out_quad(progress)[source]
_images/anim_in_out_quad.png
static in_out_quart(progress)[source]
_images/anim_in_out_quart.png
static in_out_quint(progress)[source]
_images/anim_in_out_quint.png
static in_out_sine(progress)[source]
_images/anim_in_out_sine.png
static in_quad(progress)[source]
_images/anim_in_quad.png
static in_quart(progress)[source]
_images/anim_in_quart.png
static in_quint(progress)[source]
_images/anim_in_quint.png
static in_sine(progress)[source]
_images/anim_in_sine.png
static linear(progress)[source]
_images/anim_linear.png
static out_back(progress)[source]
_images/anim_out_back.png
static out_bounce(progress)[source]
_images/anim_out_bounce.png
static out_circ(progress)[source]
_images/anim_out_circ.png
static out_cubic(progress)[source]
_images/anim_out_cubic.png
static out_elastic(progress)[source]
_images/anim_out_elastic.png
static out_expo(progress)[source]
_images/anim_out_expo.png
static out_quad(progress)[source]
_images/anim_out_quad.png
static out_quart(progress)[source]
_images/anim_out_quart.png
static out_quint(progress)[source]
_images/anim_out_quint.png
static out_sine(progress)[source]
_images/anim_out_sine.png

Application

The App class is the base for creating Kivy applications. Think of it as your main entry point into the Kivy run loop. In most cases, you subclass this class and make your own app. You create an instance of your specific app class and then, when you are ready to start the application’s life cycle, you call your instance’s App.run() method.

Creating an Application
Method using build() override

To initialize your app with a widget tree, override the build() method in your app class and return the widget tree you constructed.

Here’s an example of a very simple application that just shows a button:

'''
Application example using build() + return
==========================================

An application can be built if you return a widget on build(), or if you set
self.root.
'''

import kivy
kivy.require('1.0.7')

from kivy.app import App
from kivy.uix.button import Button


class TestApp(App):

    def build(self):
        # return a Button() as a root widget
        return Button(text='hello world')


if __name__ == '__main__':
    TestApp().run()

The file is also available in the examples folder at kivy/examples/application/app_with_build.py.

Here, no widget tree was constructed (or if you will, a tree with only the root node).

Method using kv file

You can also use the Kivy Language for creating applications. The .kv can contain rules and root widget definitions at the same time. Here is the same example as the Button one in a kv file.

Contents of ‘test.kv’:

#:kivy 1.0

Button:
    text: 'Hello from test.kv'

Contents of ‘main.py’:

'''
Application built from a  .kv file
==================================

This shows how to implicitly use a .kv file for your application. You
should see a full screen button labelled "Hello from test.kv".

After Kivy instantiates a subclass of App, it implicitly searches for a .kv
file. The file test.kv is selected because the name of the subclass of App is
TestApp, which implies that kivy should try to load "test.kv". That file
contains a root Widget.
'''

import kivy
kivy.require('1.0.7')

from kivy.app import App


class TestApp(App):
    pass


if __name__ == '__main__':
    TestApp().run()

See kivy/examples/application/app_with_kv.py.

The relationship between main.py and test.kv is explained in App.load_kv().

Application configuration
Use the configuration file

Your application might need its own configuration file. The App class handles ‘ini’ files automatically if you add the section key-value pair to the App.build_config() method using the config parameter (an instance of ConfigParser):

class TestApp(App):
    def build_config(self, config):
        config.setdefaults('section1', {
            'key1': 'value1',
            'key2': '42'
        })

As soon as you add one section to the config, a file is created on the disk (see get_application_config for its location) and named based your class name. “TestApp” will give a config file named “test.ini” with the content:

[section1]
key1 = value1
key2 = 42

The “test.ini” will be automatically loaded at runtime and you can access the configuration in your App.build() method:

class TestApp(App):
    def build_config(self, config):
        config.setdefaults('section1', {
            'key1': 'value1',
            'key2': '42'
        })

    def build(self):
        config = self.config
        return Label(text='key1 is %s and key2 is %d' % (
            config.get('section1', 'key1'),
            config.getint('section1', 'key2')))
Create a settings panel

Your application can have a settings panel to let your user configure some of your config tokens. Here is an example done in the KinectViewer example (available in the examples directory):

_images/app-settings.jpg

You can add your own panels of settings by extending the App.build_settings() method. Check the Settings about how to create a panel, because you need a JSON file / data first.

Let’s take as an example the previous snippet of TestApp with custom config. We could create a JSON like this:

[
    { "type": "title",
      "title": "Test application" },

    { "type": "options",
      "title": "My first key",
      "desc": "Description of my first key",
      "section": "section1",
      "key": "key1",
      "options": ["value1", "value2", "another value"] },

    { "type": "numeric",
      "title": "My second key",
      "desc": "Description of my second key",
      "section": "section1",
      "key": "key2" }
]

Then, we can create a panel using this JSON to automatically create all the options and link them to our App.config ConfigParser instance:

class TestApp(App):
    # ...
    def build_settings(self, settings):
        jsondata = """... put the json data here ..."""
        settings.add_json_panel('Test application',
            self.config, data=jsondata)

That’s all! Now you can press F1 (default keystroke) to toggle the settings panel or press the “settings” key on your android device. You can manually call App.open_settings() and App.close_settings() if you want to handle this manually. Every change in the panel is automatically saved in the config file.

You can also use App.build_settings() to modify properties of the settings panel. For instance, the default panel has a sidebar for switching between json panels whose width defaults to 200dp. If you’d prefer this to be narrower, you could add:

settings.interface.menu.width = dp(100)

to your build_settings() method.

You might want to know when a config value has been changed by the user in order to adapt or reload your UI. You can then overload the on_config_change() method:

class TestApp(App):
    # ...
    def on_config_change(self, config, section, key, value):
        if config is self.config:
            token = (section, key)
            if token == ('section1', 'key1'):
                print('Our key1 has been changed to', value)
            elif token == ('section1', 'key2'):
                print('Our key2 has been changed to', value)

The Kivy configuration panel is added by default to the settings instance. If you don’t want this panel, you can declare your Application as follows:

class TestApp(App):
    use_kivy_settings = False
    # ...

This only removes the Kivy panel but does not stop the settings instance from appearing. If you want to prevent the settings instance from appearing altogether, you can do this:

class TestApp(App):
    def open_settings(self, *largs):
        pass

New in version 1.0.7.

Profiling with on_start and on_stop

It is often useful to profile python code in order to discover locations to optimise. The standard library profilers (http://docs.python.org/2/library/profile.html) provides multiple options for profiling code. For profiling the entire program, the natural approaches of using profile as a module or profile’s run method does not work with Kivy. It is however, possible to use App.on_start() and App.on_stop() methods:

import cProfile

class MyApp(App):
    def on_start(self):
        self.profile = cProfile.Profile()
        self.profile.enable()

    def on_stop(self):
        self.profile.disable()
        self.profile.dump_stats('myapp.profile')

This will create a file called myapp.profile when you exit your app.

Customising layout

You can choose different settings widget layouts by setting App.settings_cls. By default, this is a Settings class which provides the pictured sidebar layout, but you could set it to any of the other layouts provided in kivy.uix.settings or create your own. See the module documentation for kivy.uix.settings for more information.

You can customise how the settings panel is displayed by overriding App.display_settings() which is called before displaying the settings panel on the screen. By default, it simply draws the panel on top of the window, but you could modify it to (for instance) show the settings in a Popup or add it to your app’s ScreenManager if you are using one. If you do so, you should also modify App.close_settings() to exit the panel appropriately. For instance, to have the settings panel appear in a popup you can do:

def display_settings(self, settings):
    try:
        p = self.settings_popup
    except AttributeError:
        self.settings_popup = Popup(content=settings,
                                    title='Settings',
                                    size_hint=(0.8, 0.8))
        p = self.settings_popup
    if p.content is not settings:
        p.content = settings
    p.open()

def close_settings(self, *args):
    try:
        p = self.settings_popup
        p.dismiss()
    except AttributeError:
        pass # Settings popup doesn't exist

Finally, if you want to replace the current settings panel widget, you can remove the internal references to it using App.destroy_settings(). If you have modified App.display_settings(), you should be careful to detect if the settings panel has been replaced.

Pause mode

New in version 1.1.0.

On tablets and phones, the user can switch at any moment to another application. By default, your application will close and the App.on_stop() event will be fired.

If you support Pause mode, when switching to another application, your application will wait indefinitely until the user switches back to your application. There is an issue with OpenGL on Android devices: it is not guaranteed that the OpenGL ES Context will be restored when your app resumes. The mechanism for restoring all the OpenGL data is not yet implemented in Kivy.

The currently implemented Pause mechanism is:

  1. Kivy checks every frame if Pause mode is activated by the Operating System due to the user switching to another application, a phone shutdown or any other reason.

  2. App.on_pause() is called:

  3. If False is returned or App.on_pause() has no return statement, then App.on_stop() is called.

  4. If True is returned or App.on_pause() is not defined, the application will sleep until the OS resumes our App.

  5. When the app is resumed, App.on_resume() is called.

  6. If our app memory has been reclaimed by the OS, then nothing will be called.

Here is a simple example of how on_pause() should be used:

class TestApp(App):

   def on_pause(self):
      # Here you can save data if needed
      return True

   def on_resume(self):
      # Here you can check if any data needs replacing (usually nothing)
      pass

Warning

Both on_pause and on_stop must save important data because after on_pause is called, on_resume may not be called at all.

Asynchronous app

In addition to running an app normally, Kivy can be run within an async event loop such as provided by the standard library asyncio package or the trio package (highly recommended).

Background

Normally, when a Kivy app is run, it blocks the thread that runs it until the app exits. Internally, at each clock iteration it executes all the app callbacks, handles graphics and input, and idles by sleeping for any remaining time.

To be able to run asynchronously, the Kivy app may not sleep, but instead must release control of the running context to the asynchronous event loop running the Kivy app. We do this when idling by calling the appropriate functions of the async package being used instead of sleeping.

Async configuration

To run a Kivy app asynchronously, either the async_runTouchApp() or App.async_run() coroutine must be scheduled to run in the event loop of the async library being used.

The environmental variable KIVY_EVENTLOOP or the async_lib parameter in async_runTouchApp() and App.async_run() set the async library that Kivy uses internally when the app is run with async_runTouchApp() and App.async_run(). It can be set to one of “asyncio” when the standard library asyncio is used, or “trio” if the trio library is used. If the environment variable is not set and async_lib is not provided, the stdlib asyncio is used.

init_async_lib() can also be directly called to set the async library to use, but it may only be called before the app has begun running with async_runTouchApp() or App.async_run().

To run the app asynchronously, one schedules async_runTouchApp() or App.async_run() to run within the given library’s async event loop as in the examples shown below. Kivy is then treated as just another coroutine that the given library runs in its event loop. Internally, Kivy will use the specified async library’s API, so KIVY_EVENTLOOP or async_lib must match the async library that is running Kivy.

For a fuller basic and more advanced examples, see the demo apps in examples/async.

Asyncio example ~~~~~~~~~~~~~–

import asyncio

from kivy.app import async_runTouchApp
from kivy.uix.label import Label


loop = asyncio.get_event_loop()
loop.run_until_complete(
    async_runTouchApp(Label(text='Hello, World!'), async_lib='asyncio'))
loop.close()

Trio example ~~~~~~~~~~–

import trio

from kivy.app import async_runTouchApp
from kivy.uix.label import Label

from functools import partial

# use functools.partial() to pass keyword arguments:
async_runTouchApp_func = partial(async_runTouchApp, async_lib='trio')

trio.run(async_runTouchApp_func, Label(text='Hello, World!'))
Interacting with Kivy app from other coroutines

It is fully safe to interact with any kivy object from other coroutines running within the same async event loop. This is because they are all running from the same thread and the other coroutines are only executed when Kivy is idling.

Similarly, the kivy callbacks may safely interact with objects from other coroutines running in the same event loop. Normal single threaded rules apply to both case.

New in version 2.0.0.

class kivy.app.App(**kwargs)[source]

Bases: kivy.event.EventDispatcher

Application class, see module documentation for more information.

Events:
on_start:

Fired when the application is being started (before the runTouchApp() call.

on_stop:

Fired when the application stops.

on_pause:

Fired when the application is paused by the OS.

on_resume:

Fired when the application is resumed from pause by the OS. Beware: you have no guarantee that this event will be fired after the on_pause event has been called.

Changed in version 1.7.0: Parameter kv_file added.

Changed in version 1.8.0: Parameters kv_file and kv_directory are now properties of App.

async async_run(async_lib=None)[source]

Identical to run(), but is a coroutine and can be scheduled in a running async event loop.

See kivy.app for example usage.

New in version 2.0.0.

build()[source]

Initializes the application; it will be called only once. If this method returns a widget (tree), it will be used as the root widget and added to the window.

Returns:

None or a root Widget instance if no self.root exists.

build_config(config)[source]

New in version 1.0.7.

This method is called before the application is initialized to construct your ConfigParser object. This is where you can put any default section / key / value for your config. If anything is set, the configuration will be automatically saved in the file returned by get_application_config().

Parameters:
config: ConfigParser

Use this to add default section / key / value items

build_settings(settings)[source]

New in version 1.0.7.

This method is called when the user (or you) want to show the application settings. It is called once when the settings panel is first opened, after which the panel is cached. It may be called again if the cached settings panel is removed by destroy_settings().

You can use this method to add settings panels and to customise the settings widget e.g. by changing the sidebar width. See the module documentation for full details.

Parameters:
settings: Settings

Settings instance for adding panels

close_settings(*largs)[source]

Close the previously opened settings panel.

Returns:

True if the settings has been closed.

config

Returns an instance of the ConfigParser for the application configuration. You can use this to query some config tokens in the build() method.

create_settings()[source]

Create the settings panel. This method will normally be called only one time per application life-time and the result is cached internally, but it may be called again if the cached panel is removed by destroy_settings().

By default, it will build a settings panel according to settings_cls, call build_settings(), add a Kivy panel if use_kivy_settings is True, and bind to on_close/on_config_change.

If you want to plug your own way of doing settings, without the Kivy panel or close/config change events, this is the method you want to overload.

New in version 1.8.0.

destroy_settings()[source]

New in version 1.8.0.

Dereferences the current settings panel if one exists. This means that when App.open_settings() is next run, a new panel will be created and displayed. It doesn’t affect any of the contents of the panel, but lets you (for instance) refresh the settings panel layout if you have changed the settings widget in response to a screen size change.

If you have modified open_settings() or display_settings(), you should be careful to correctly detect if the previous settings widget has been destroyed.

property directory

New in version 1.0.7.

Return the directory where the application lives.

display_settings(settings)[source]

New in version 1.8.0.

Display the settings panel. By default, the panel is drawn directly on top of the window. You can define other behaviour by overriding this method, such as adding it to a ScreenManager or Popup.

You should return True if the display is successful, otherwise False.

Parameters:
settings: Settings

You can modify this object in order to modify the settings display.

get_application_config(defaultpath='%(appdir)s/%(appname)s.ini')[source]

Return the filename of your application configuration. Depending on the platform, the application file will be stored in different locations:

  • on iOS: <appdir>/Documents/.<appname>.ini

  • on Android: <user_data_dir>/.<appname>.ini

  • otherwise: <appdir>/<appname>.ini

When you are distributing your application on Desktops, please note that if the application is meant to be installed system-wide, the user might not have write-access to the application directory. If you want to store user settings, you should overload this method and change the default behavior to save the configuration file in the user directory.

class TestApp(App):
    def get_application_config(self):
        return super(TestApp, self).get_application_config(
            '~/.%(appname)s.ini')

Some notes:

  • The tilda ‘~’ will be expanded to the user directory.

  • %(appdir)s will be replaced with the application directory

  • %(appname)s will be replaced with the application name

New in version 1.0.7.

Changed in version 1.4.0: Customized the defaultpath for iOS and Android platforms. Added a defaultpath parameter for desktop OS’s (not applicable to iOS and Android.)

Changed in version 1.11.0: Changed the Android version to make use of the user_data_dir and added a missing dot to the iOS config file name.

get_application_icon()[source]

Return the icon of the application.

get_application_name()[source]

Return the name of the application.

static get_running_app()[source]

Return the currently running application instance.

New in version 1.1.0.

icon

Icon of your application. The icon can be located in the same directory as your main file. You can set this as follows:

class MyApp(App):
    def build(self):
        self.icon = 'myicon.png'

New in version 1.0.5.

Changed in version 1.8.0: icon is now a StringProperty. Don’t set the icon in the class as previously stated in the documentation.

Note

For Kivy prior to 1.8.0, you need to set this as follows:

class MyApp(App):
    icon = 'customicon.png'

Recommended 256x256 or 1024x1024? for GNU/Linux and Mac OSX 32x32 for Windows7 or less. <= 256x256 for windows 8 256x256 does work (on Windows 8 at least), but is scaled down and doesn’t look as good as a 32x32 icon.

kv_directory

Path of the directory where application kv is stored, defaults to None

New in version 1.8.0.

If a kv_directory is set, it will be used to get the initial kv file. By default, the file is assumed to be in the same directory as the current App definition file.

kv_file

Filename of the Kv file to load, defaults to None.

New in version 1.8.0.

If a kv_file is set, it will be loaded when the application starts. The loading of the “default” kv file will be prevented.

load_config()[source]

(internal) This function is used for returning a ConfigParser with the application configuration. It’s doing 3 things:

  1. Creating an instance of a ConfigParser

  2. Loading the default configuration by calling build_config(), then

  3. If it exists, it loads the application configuration file, otherwise it creates one.

Returns:

ConfigParser instance

load_kv(filename=None)[source]

This method is invoked the first time the app is being run if no widget tree has been constructed before for this app. This method then looks for a matching kv file in the same directory as the file that contains the application class.

For example, say you have a file named main.py that contains:

class ShowcaseApp(App):
    pass

This method will search for a file named showcase.kv in the directory that contains main.py. The name of the kv file has to be the lowercase name of the class, without the ‘App’ postfix at the end if it exists.

You can define rules and a root widget in your kv file:

<ClassName>: # this is a rule
    ...

ClassName: # this is a root widget
    ...

There must be only one root widget. See the Kivy Language documentation for more information on how to create kv files. If your kv file contains a root widget, it will be used as self.root, the root widget for the application.

Note

This function is called from run(), therefore, any widget whose styling is defined in this kv file and is created before run() is called (e.g. in __init__), won’t have its styling applied. Note that build() is called after load_kv has been called.

property name

New in version 1.0.7.

Return the name of the application based on the class name.

on_config_change(config, section, key, value)[source]

Event handler fired when a configuration token has been changed by the settings page.

Changed in version 1.10.1: Added corresponding on_config_change event.

on_pause()[source]

Event handler called when Pause mode is requested. You should return True if your app can go into Pause mode, otherwise return False and your application will be stopped.

You cannot control when the application is going to go into this mode. It’s determined by the Operating System and mostly used for mobile devices (android/ios) and for resizing.

The default return value is True.

New in version 1.1.0.

Changed in version 1.10.0: The default return value is now True.

on_resume()[source]

Event handler called when your application is resuming from the Pause mode.

New in version 1.1.0.

Warning

When resuming, the OpenGL Context might have been damaged / freed. This is where you can reconstruct some of your OpenGL state e.g. FBO content.

on_start()[source]

Event handler for the on_start event which is fired after initialization (after build() has been called) but before the application has started running.

on_stop()[source]

Event handler for the on_stop event which is fired when the application has finished running (i.e. the window is about to be closed).

open_settings(*largs)[source]

Open the application settings panel. It will be created the very first time, or recreated if the previously cached panel has been removed by destroy_settings(). The settings panel will be displayed with the display_settings() method, which by default adds the settings panel to the Window attached to your application. You should override that method if you want to display the settings panel differently.

Returns:

True if the settings has been opened.

options

Options passed to the __init__ of the App

pause(*largs)[source]

Pause the application.

On Android set OS state to pause, Kivy app state follows. No functionality on other OS. .. versionadded:: 2.2.0

root

The root widget returned by the build() method or by the load_kv() method if the kv file contains a root widget.

property root_window

New in version 1.9.0.

Returns the root window instance used by run().

run()[source]

Launches the app in standalone mode.

settings_cls

New in version 1.8.0.

The class used to construct the settings panel and the instance passed to build_config(). You should use either Settings or one of the provided subclasses with different layouts (SettingsWithSidebar, SettingsWithSpinner, SettingsWithTabbedPanel, SettingsWithNoMenu). You can also create your own Settings subclass. See the documentation of Settings for more information.

settings_cls is an ObjectProperty and defaults to SettingsWithSpinner which displays settings panels with a spinner to switch between them. If you set a string, the Factory will be used to resolve the class.

stop(*largs)[source]

Stop the application.

If you use this method, the whole application will stop by issuing a call to stopTouchApp(). Except on Android, set Android state to stop, Kivy state then follows.

title

Title of your application. You can set this as follows:

class MyApp(App):
    def build(self):
        self.title = 'Hello world'

New in version 1.0.5.

Changed in version 1.8.0: title is now a StringProperty. Don’t set the title in the class as previously stated in the documentation.

Note

For Kivy < 1.8.0, you can set this as follows:

class MyApp(App):
    title = 'Custom title'

If you want to dynamically change the title, you can do:

from kivy.base import EventLoop
EventLoop.window.title = 'New title'
use_kivy_settings = True

New in version 1.0.7.

If True, the application settings will also include the Kivy settings. If you don’t want the user to change any kivy settings from your settings UI, change this to False.

property user_data_dir

New in version 1.7.0.

Returns the path to the directory in the users file system which the application can use to store additional data.

Different platforms have different conventions with regards to where the user can store data such as preferences, saved games and settings. This function implements these conventions. The <app_name> directory is created when the property is called, unless it already exists.

On iOS, ~/Documents/<app_name> is returned (which is inside the app’s sandbox).

On Windows, %APPDATA%/<app_name> is returned.

On OS X, ~/Library/Application Support/<app_name> is returned.

On Linux, $XDG_CONFIG_HOME/<app_name> is returned.

On Android, Context.GetFilesDir is returned.

Changed in version 1.11.0: On Android, this function previously returned /sdcard/<app_name>. This folder became read-only by default in Android API 26 and the user_data_dir has therefore been moved to a writeable location.

async kivy.app.async_runTouchApp(widget=None, embedded=False, async_lib=None)[source]

Identical to runTouchApp() but instead it is a coroutine that can be run in an existing async event loop.

async_lib is the async library to use. See kivy.app for details and example usage.

New in version 2.0.0.

kivy.app.runTouchApp(widget=None, embedded=False)[source]

Static main function that starts the application loop. You can access some magic via the following arguments:

See kivy.app for example usage.

Parameters:
<empty>

To make dispatching work, you need at least one input listener. If not, application will leave. (MTWindow act as an input listener)

widget

If you pass only a widget, a MTWindow will be created and your widget will be added to the window as the root widget.

embedded

No event dispatching is done. This will be your job.

widget + embedded

No event dispatching is done. This will be your job but we try to get the window (must be created by you beforehand) and add the widget to it. Very useful for embedding Kivy in another toolkit. (like Qt, check kivy-designed)

kivy.app.stopTouchApp()[source]

Stop the current application by leaving the main loop.

See kivy.app for example usage.

Asynchronous data loader

This is the Asynchronous Loader. You can use it to load an image and use it, even if data are not yet available. You must specify a default loading image when using the loader:

from kivy.loader import Loader
image = Loader.image('mysprite.png')

You can also load an image from a url:

image = Loader.image('http://mysite.com/test.png')

If you want to change the default loading image, you can do:

Loader.loading_image = Image('another_loading.png')
Tweaking the asynchronous loader

New in version 1.6.0.

You can tweak the loader to provide a better user experience or more performance, depending of the images you are going to load. Take a look at the parameters:

  • Loader.num_workers - define the number of threads to start for loading images.

  • Loader.max_upload_per_frame - define the maximum image uploads in GPU to do per frame.

class kivy.loader.LoaderBase[source]

Bases: builtins.object

Common base for the Loader and specific implementations. By default, the Loader will be the best available loader implementation.

The _update() function is called every 1 / 25.s or each frame if we have less than 25 FPS.

property error_image

Image used for error. You can change it by doing:

Loader.error_image = 'error.png'

Changed in version 1.6.0: Not readonly anymore.

image(filename, load_callback=None, post_callback=None, **kwargs)[source]

Load a image using the Loader. A ProxyImage is returned with a loading image. You can use it as follows:

from kivy.app import App
from kivy.uix.image import Image
from kivy.loader import Loader

class TestApp(App):
    def _image_loaded(self, proxyImage):
        if proxyImage.image.texture:
            self.image.texture = proxyImage.image.texture

    def build(self):
        proxyImage = Loader.image("myPic.jpg")
        proxyImage.bind(on_load=self._image_loaded)
        self.image = Image()
        return self.image

TestApp().run()

In order to cancel all background loading, call Loader.stop().

property loading_image

Image used for loading. You can change it by doing:

Loader.loading_image = 'loading.png'

Changed in version 1.6.0: Not readonly anymore.

property max_upload_per_frame

The number of images to upload per frame. By default, we’ll upload only 2 images to the GPU per frame. If you are uploading many small images, you can easily increase this parameter to 10 or more. If you are loading multiple full HD images, the upload time may have consequences and block the application. If you want a smooth experience, use the default.

As a matter of fact, a Full-HD RGB image will take ~6MB in memory, so it may take time. If you have activated mipmap=True too, then the GPU must calculate the mipmap of these big images too, in real time. Then it may be best to reduce the max_upload_per_frame to 1 or 2. If you want to get rid of that (or reduce it a lot), take a look at the DDS format.

New in version 1.6.0.

property num_workers

Number of workers to use while loading (used only if the loader implementation supports it). This setting impacts the loader only on initialization. Once the loader is started, the setting has no impact:

from kivy.loader import Loader
Loader.num_workers = 4

The default value is 2 for giving a smooth user experience. You could increase the number of workers, then all the images will be loaded faster, but the user will not been able to use the application while loading. Prior to 1.6.0, the default number was 20, and loading many full-hd images was completely blocking the application.

New in version 1.6.0.

pause()[source]

Pause the loader, can be useful during interactions.

New in version 1.6.0.

resume()[source]

Resume the loader, after a pause().

New in version 1.6.0.

run(*largs)[source]

Main loop for the loader.

start()[source]

Start the loader thread/process.

stop()[source]

Stop the loader thread/process.

class kivy.loader.ProxyImage(arg, **kwargs)[source]

Bases: kivy.core.image.Image

Image returned by the Loader.image() function.

Properties:
loaded: bool, defaults to False

This value may be True if the image is already cached.

Events:
on_load

Fired when the image is loaded or changed.

on_error

Fired when the image cannot be loaded. error: Exception data that occurred

Atlas

New in version 1.1.0.

Atlas manages texture atlases: packing multiple textures into one. With it, you reduce the number of images loaded and speedup the application loading. This module contains both the Atlas class and command line processing for creating an atlas from a set of individual PNG files. The command line section requires the Pillow library, or the defunct Python Imaging Library (PIL), to be installed.

An Atlas is composed of 2 or more files:
  • a json file (.atlas) that contains the image file names and texture locations of the atlas.

  • one or multiple image files containing textures referenced by the .atlas file.

Definition of .atlas files

A file with <basename>.atlas is a json file formatted like this:

{
    "<basename>-<index>.png": {
        "id1": [ <x>, <y>, <width>, <height> ],
        "id2": [ <x>, <y>, <width>, <height> ],
        # ...
    },
    # ...
}

Example from the Kivy data/images/defaulttheme.atlas:

{
    "defaulttheme-0.png": {
        "progressbar_background": [431, 224, 59, 24],
        "image-missing": [253, 344, 48, 48],
        "filechooser_selected": [1, 207, 118, 118],
        "bubble_btn": [83, 174, 32, 32],
        # ... and more ...
    }
}

In this example, “defaulttheme-0.png” is a large image, with the pixels in the rectangle from (431, 224) to (431 + 59, 224 + 24) usable as atlas://data/images/defaulttheme/progressbar_background in any image parameter.

How to create an Atlas

Warning

The atlas creation requires the Pillow library (or the defunct Imaging/PIL library). This requirement will be removed in the future when the Kivy core Image is able to support loading, blitting, and saving operations.

You can directly use this module to create atlas files with this command:

$ python -m kivy.atlas <basename> <size> <list of images...>

Let’s say you have a list of images that you want to put into an Atlas. The directory is named images with lots of 64x64 png files inside:

$ ls
images
$ cd images
$ ls
bubble.png bubble-red.png button.png button-down.png

You can combine all the png’s into one and generate the atlas file with:

$ python -m kivy.atlas myatlas 256x256 *.png
Atlas created at myatlas.atlas
1 image has been created
$ ls
bubble.png bubble-red.png button.png button-down.png myatlas.atlas
myatlas-0.png

As you can see, we get 2 new files: myatlas.atlas and myatlas-0.png. myatlas-0.png is a new 256x256 .png composed of all your images. If the size you specify is not large enough to fit all of the source images, more atlas images will be created as required e.g. myatlas-1.png, myatlas-2.png etc.

Note

When using this script, the ids referenced in the atlas are the base names of the images without the extension. So, if you are going to name a file ../images/button.png, the id for this image will be button.

If you need path information included, you should include use_path as follows:

$ python -m kivy.atlas -- --use_path myatlas 256 *.png

In which case the id for ../images/button.png will be images_button

How to use an Atlas

Usually, you would specify the images by supplying the path:

a = Button(background_normal='images/button.png',
           background_down='images/button_down.png')

In our previous example, we have created the atlas containing both images and put them in images/myatlas.atlas. You can use url notation to reference them:

a = Button(background_normal='atlas://images/myatlas/button',
           background_down='atlas://images/myatlas/button_down')

In other words, the path to the images is replaced by:

atlas://path/to/myatlas/id
# will search for the ``path/to/myatlas.atlas`` and get the image ``id``

Note

In the atlas url, there is no need to add the .atlas extension. It will be automatically append to the filename.

Manual usage of the Atlas
>>> from kivy.atlas import Atlas
>>> atlas = Atlas('path/to/myatlas.atlas')
>>> print(atlas.textures.keys())
['bubble', 'bubble-red', 'button', 'button-down']
>>> print(atlas['button'])
<kivy.graphics.texture.TextureRegion object at 0x2404d10>
class kivy.atlas.Atlas(filename)[source]

Bases: kivy.event.EventDispatcher

Manage texture atlas. See module documentation for more information.

static create(outname, filenames, size, padding=2, use_path=False)[source]

This method can be used to create an atlas manually from a set of images.

Parameters:
outname: str

Basename to use for .atlas creation and -<idx>.png associated images.

filenames: list

List of filenames to put in the atlas.

size: int or list (width, height)

Size of the atlas image. If the size is not large enough to fit all of the source images, more atlas images will created as required.

padding: int, defaults to 2

Padding to put around each image.

Be careful. If you’re using a padding < 2, you might have issues with the borders of the images. Because of the OpenGL linearization, it might use the pixels of the adjacent image.

If you’re using a padding >= 2, we’ll automatically generate a “border” of 1px around your image. If you look at the result, don’t be scared if the image inside is not exactly the same as yours :).

use_path: bool, defaults to False

If True, the relative path of the source png file names will be included in the atlas ids rather that just in the file names. Leading dots and slashes will be excluded and all other slashes in the path will be replaced with underscores. For example, if use_path is False (the default) and the file name is ../data/tiles/green_grass.png, the id will be green_grass. If use_path is True, it will be data_tiles_green_grass.

Changed in version 1.8.0: Parameter use_path added

filename

Filename of the current Atlas.

filename is an AliasProperty and defaults to None.

original_textures

List of original atlas textures (which contain the textures).

original_textures is a ListProperty and defaults to [].

New in version 1.9.1.

textures

List of available textures within the atlas.

textures is a DictProperty and defaults to {}.

Cache manager

The cache manager can be used to store python objects attached to a unique key. The cache can be controlled in two ways: with a object limit or a timeout.

For example, we can create a new cache with a limit of 10 objects and a timeout of 5 seconds:

# register a new Cache
Cache.register('mycache', limit=10, timeout=5)

# create an object + id
key = 'objectid'
instance = Label(text=text)
Cache.append('mycache', key, instance)

# retrieve the cached object
instance = Cache.get('mycache', key)

If the instance is NULL, the cache may have trashed it because you’ve not used the label for 5 seconds and you’ve reach the limit.

class kivy.cache.Cache[source]

Bases: builtins.object

See module documentation for more information.

static append(category, key, obj, timeout=None)[source]

Add a new object to the cache.

Parameters:
category: str

Identifier of the category.

key: str

Unique identifier of the object to store.

obj: object

Object to store in cache.

timeout: double (optional)

Time after which to delete the object if it has not been used. If None, no timeout is applied.

Raises:

ValueError: If None is used as key.

Changed in version 2.0.0: Raises ValueError if None is used as key.

static get(category, key, default=None)[source]

Get a object from the cache.

Parameters:
category: str

Identifier of the category.

key: str

Unique identifier of the object in the store.

default: anything, defaults to None

Default value to be returned if the key is not found.

static get_lastaccess(category, key, default=None)[source]

Get the objects last access time in the cache.

Parameters:
category: str

Identifier of the category.

key: str

Unique identifier of the object in the store.

default: anything, defaults to None

Default value to be returned if the key is not found.

static get_timestamp(category, key, default=None)[source]

Get the object timestamp in the cache.

Parameters:
category: str

Identifier of the category.

key: str

Unique identifier of the object in the store.

default: anything, defaults to None

Default value to be returned if the key is not found.

static print_usage()[source]

Print the cache usage to the console.

static register(category, limit=None, timeout=None)[source]

Register a new category in the cache with the specified limit.

Parameters:
category: str

Identifier of the category.

limit: int (optional)

Maximum number of objects allowed in the cache. If None, no limit is applied.

timeout: double (optional)

Time after which to delete the object if it has not been used. If None, no timeout is applied.

static remove(category, key=None)[source]

Purge the cache.

Parameters:
category: str

Identifier of the category.

key: str (optional)

Unique identifier of the object in the store. If this argument is not supplied, the entire category will be purged.

Clock object

The Clock object allows you to schedule a function call in the future; once or repeatedly at specified intervals. You can get the time elapsed between the scheduling and the calling of the callback via the dt argument:

# dt means delta-time
def my_callback(dt):
    pass

# call my_callback every 0.5 seconds
Clock.schedule_interval(my_callback, 0.5)

# call my_callback in 5 seconds
Clock.schedule_once(my_callback, 5)

# call my_callback as soon as possible (usually next frame.)
Clock.schedule_once(my_callback)

Note

If the callback returns False, the schedule will be canceled and won’t repeat.

If you want to schedule a function to call with default arguments, you can use the functools.partial python module:

from functools import partial

def my_callback(value, key, *largs):
    pass

Clock.schedule_interval(partial(my_callback, 'my value', 'my key'), 0.5)

Conversely, if you want to schedule a function that doesn’t accept the dt argument, you can use a lambda expression to write a short function that does accept dt. For Example:

def no_args_func():
    print("I accept no arguments, so don't schedule me in the clock")

Clock.schedule_once(lambda dt: no_args_func(), 0.5)

Note

You cannot unschedule an anonymous function unless you keep a reference to it. It’s better to add *args to your function definition so that it can be called with an arbitrary number of parameters.

Important

The class method callback is weak-referenced: you are responsible for keeping a reference to your original object/callback. If you don’t keep a reference, the ClockBase will never execute your callback. For example:

class Foo(object):
    def start(self):
        Clock.schedule_interval(self.callback, 0.5)

    def callback(self, dt):
        print('In callback')

# A Foo object is created and the method start is called.
# Because no reference is kept to the instance returned from Foo(),
# the object will be collected by the Python Garbage Collector and
# your callback will be never called.
Foo().start()

# So you should do the following and keep a reference to the instance
# of foo until you don't need it anymore!
foo = Foo()
foo.start()
Schedule before frame

New in version 1.0.5.

Sometimes you need to schedule a callback BEFORE the next frame. Starting from 1.0.5, you can use a timeout of -1:

Clock.schedule_once(my_callback, 0) # call after the next frame
Clock.schedule_once(my_callback, -1) # call before the next frame

The Clock will execute all the callbacks with a timeout of -1 before the next frame even if you add a new callback with -1 from a running callback. However, Clock has an iteration limit for these callbacks: it defaults to 10.

If you schedule a callback that schedules a callback that schedules a … etc more than 10 times, it will leave the loop and send a warning to the console, then continue after the next frame. This is implemented to prevent bugs from hanging or crashing the application.

If you need to increase the limit, set the max_iteration property:

from kivy.clock import Clock
Clock.max_iteration = 20
Triggered Events

New in version 1.0.5.

CyClockBase.create_trigger() is an advanced method way to defer a callback. It functions exactly like CyClockBase.schedule_once() and CyClockBase.schedule_interval() except that it doesn’t immediately schedule the callback. Instead, one schedules the callback using the ClockEvent returned by it. This ensures that you can call the event multiple times but it won’t be scheduled more than once. This is not the case with CyClockBase.schedule_once():

# will run the callback twice before the next frame
Clock.schedule_once(my_callback)
Clock.schedule_once(my_callback)

# will run the callback once before the next frame
event = Clock.create_trigger(my_callback)
event()
event()

# will also run the callback only once before the next frame
event = Clock.schedule_once(my_callback)  # now it's already scheduled
event()  # won't be scheduled again
event()

In addition, it is more convenient to create and bind to the triggered event than using CyClockBase.schedule_once() in a function:

from kivy.clock import Clock
from kivy.uix.widget import Widget

class Sample(Widget):
    def __init__(self, **kwargs):
        self._trigger = Clock.create_trigger(self.cb)
        super(Sample, self).__init__(**kwargs)
        self.bind(x=self._trigger, y=self._trigger)

    def cb(self, *largs):
        pass

Even if x and y changes within one frame, the callback is only run once.

Unscheduling

An event scheduled with CyClockBase.schedule_once(), CyClockBase.schedule_interval(), or with CyClockBase.create_trigger() and then triggered can be unscheduled in multiple ways. E.g:

def my_callback(dt):
    pass

# call my_callback every 0.5 seconds
event = Clock.schedule_interval(my_callback, 0.5)

# call my_callback in 5 seconds
event2 = Clock.schedule_once(my_callback, 5)

event_trig = Clock.create_trigger(my_callback, 5)
event_trig()

# unschedule using cancel
event.cancel()

# unschedule using Clock.unschedule
Clock.unschedule(event2)

# unschedule using Clock.unschedule with the callback
# NOT RECOMMENDED
Clock.unschedule(my_callback)

The best way to unschedule a callback is with ClockEvent.cancel(). CyClockBase.unschedule() is mainly an alias for that for that function. However, if the original callback itself is passed to CyClockBase.unschedule(), it’ll unschedule all instances of that callback (provided all is True, the default, otherwise only the first match is removed).

Calling CyClockBase.unschedule() on the original callback is highly discouraged because it’s significantly slower than when using the event.

Clock Lifecycle

Kivy’s clock has a lifecycle. By default, scheduling a callback after the Clock has ended will not raise an error, even though the callback may never be called. That’s because most callbacks are like services, e.g. responding to a user button press - if the app is running the callbacks need to service the app and respond to the input, but once the app has stopped or is stopping, we can safely not process these events.

Other events always need to be processed. E.g. another thread may request a callback in kivy’s thread and then process some result. If the event is not processed in Kivy’s thread because the app stopped, the second thread may block forever hanging the application as it exits.

Consequently, we provide a API (CyClockBase.create_lifecycle_aware_trigger()) for scheduling callbacks that raise a ClockNotRunningError if the clock has stopped. If the scheduling succeeded it guarantees that one of its callbacks will be called. I.e. the new CyClockBase.create_lifecycle_aware_trigger() accepts an additional clock_ended_callback parameter. Normally, callback will be called when the event is processed. But, if the clock is stopped before it can be processed, if the application exited normally (and the app was started) and the event wasn’t canceled, and the callbacks are not garbage collected, then clock_ended_callback will be called instead when the clock is stopped.

That is, given these conditions, if ClockNotRunningError was not raised when the event was scheduled, then one of these callbacks will be called - either callback if the event executed normally, or clock_ended_callback if the clock is stopped while the event is scheduled.

By default, events can be scheduled before the clock is started because it is assumed the clock will eventually be started when the app starts. I.e. calling CyClockBase.create_lifecycle_aware_trigger() before the clock and application starts will succeed. But if the app never actually starts, then neither of the callbacks may be executed.

New in version 2.0.0: The lifecycle was added in 2.0.0

Exception Handling

Kivy provides a exception handling manager, ExceptionManager, to handle its internal exceptions including exceptions raised by clock callbacks, without crashing the application. By default when an exception is raised, the app will crash. But, if a handler is registered with the exception manager and the handler handles the exception, the app will not crash and will continue as normal.:

from kivy.base import ExceptionHandler, ExceptionManager
class MyHandler(ExceptionHandler):
    def handle_exception(self, inst):
        if isinstance(inst, ValueError):
            Logger.exception('ValueError caught by MyHandler')
            return ExceptionManager.PASS
        return ExceptionManager.RAISE

ExceptionManager.add_handler(MyHandler())

Then, all ValueError exceptions will be logged to the console and ignored. Similarly, if a scheduled clock callback raises a ValueError, other clock events will still be processed normally.

If an event’s callback raises an exception, before the exception handler is executed, the callback is immediately canceled.

It still is possible for the app to be corrupted if kivy itself is the source of the exception. I.e. even with a handler that ignores exceptions and doesn’t crash, the app may be in a corrupted state if the error originates from within Kivy itself. However, the exception handler can help protect the app from crashing and can help protect against user callbacks crashing the app.

Changed in version 2.0.0: Prior to Kivy 2.0.0, an exception raised in a event’s callback would cause the clock to crash and subsequent events may or may not be executed. Even if the exception was handled by an ExceptionHandler, there was no guarantee that some scheduled events would not be skipped.

From 2.0.0 onward, if a event’s exception is handled by an ExceptionHandler, other events will be shielded from the exception and will execute normally.

Scheduling from __del__

It is not safe to schedule Clock events from a object’s __del__ or __dealloc__ method. If you must schedule a Clock call from this method, use CyClockBase.schedule_del_safe() or CyClockBase.schedule_lifecycle_aware_del_safe() instead.

Threading and Callback Order

Beginning with 1.10.0, all the events scheduled for the same frame, e.g. all the events scheduled in the same frame with a timeout of 0, well be executed in the order they were scheduled.

Also, all the scheduling and canceling methods are fully thread safe and can be safely used from external threads.

As a a consequence, calling CyClockBase.unschedule() with the original callback is now significantly slower and highly discouraged. Instead, the returned events should be used to cancel. As a tradeoff, all the other methods are now significantly faster than before.

Advanced Clock Details

The following section goes into the internal kivy clock details as well as the various clock options. It is meant only for advanced users.

Fundamentally, the Kivy clock attempts to execute any scheduled callback rhythmically as determined by the specified fps (frame per second, see maxfps in config). That is, ideally, given e.g. a desired fps of 30, the clock will execute the callbacks at intervals of 1 / 30 seconds, or every 33.33 ms. All the callbacks in a frame are given the same timestamp, i.e. the dt passed to the callback are all the same and it’s the difference in time between the start of this and the previous frame.

Because of inherent indeterminism, the frames do not actually occur exactly at intervals of the fps and dt may be under or over the desired fps. Also, once the timeout is “close enough” to the desired timeout, as determined internally, Kivy will execute the callback in the current frame even when the “actual time” has not elapsed the timeout amount.

Kivy offers now, since 1.10.0, multiple clocks with different behaviors.

Default Clock

The default clock (default) behaves as described above. When a callback with a timeout of zero or non-zero is scheduled, they are executed at the frame that is near the timeout, which is a function of the fps. So a timeout of zero would still result in a delay of one frame or about 1 / fps, typically a bit less but sometimes more depending on the CPU usage of the other events scheduled for that frame.

In a test using a fps of 30, a callback with a timeout of 0, 0.001, and 0.05, resulted in a mean callback delay of 0.02487, 0.02488, and 0.05011 seconds, respectively. When tested with a fps of 600 the delay for 0.05 was similar, except the standard deviation was reduced resulting in overall better accuracy.

Interruptible Clock

The default clock suffers from the quantization problem, as frames occur only on intervals and any scheduled timeouts will not be able to occur during an interval. For example, with the timeout of 0.05, while the mean was 0.05011, its values ranged between 0.02548 - 0.07348 and a standard deviation of 0.002. Also, there’s the minimum timeout of about 0.02487.

The interruptible clock (interrupt) will execute timeouts even during a frame. So a timeout of zero will execute as quickly as possible and similarly a non-zero timeout will be executed even during the interval.

This clock, and all the clocks described after this have an option, ClockBaseInterruptBehavior.interupt_next_only. When True, any of the behavior new behavior will only apply to the callbacks with a timeout of zero. Non-zero timeouts will behave like in the default clock. E.g. for this clock when True, only zero timeouts will execute during the the interval.

In a test using a fps of 30, a callback with a timeout of 0, 0.001, and 0.05, resulted in a mean callback delay of 0.00013, 0.00013, and 0.04120 seconds, respectively when ClockBaseInterruptBehavior.interupt_next_only was False. Also, compared to the default clock the standard deviation was reduced. When ClockBaseInterruptBehavior.interupt_next_only was True, the values were 0.00010, 0.02414, and 0.05034, respectively.

Free Clock

The interruptible clock may not be ideal for all cases because all the events are executed during the intervals and events are not executed anymore rhythmically as multiples of the fps. For example, there may not be any benefit for the graphics to update in a sub-interval, so the additional accuracy wastes CPU.

The Free clock (free_all) solves this by having Clock.xxx_free versions of all the Clock scheduling methods. By free, we mean the event is free from the fps because it’s not fps limited. E.g. CyClockBaseFree.create_trigger_free() corresponds to CyClockBase.create_trigger(). Only when an event scheduled using the Clock.xxx_free methods is present will the clock interrupt and execute the events during the interval. So, if no free event is present the clock behaves like the default clock, otherwise it behaves like the interrupt clock.

In a test using a fps of 30, a callback with a timeout of 0s, 0.001s, and 0.05s, resulted in a mean callback delay of 0.00012s, 0.00017s, and 0.04121s seconds, respectively when it was a free event and 0.02403s, 0.02405s, and 0.04829s, respectively when it wasn’t.

Free Only Clock

The Free clock executes all events when a free event was scheduled. This results in normal events also being execute in the middle of the interval when a free event is scheduled. For example, above, when a free event was absent, a normal event with a 0.001s timeout was delayed for 0.02405s. However, if a free event happened to be also scheduled, the normal event was only delayed 0.00014s, which may be undesirable.

The Free only clock (free_only) solves it by only executing free events during the interval and normal events are always executed like with the default clock. For example, in the presence of a free event, a normal event with a timeout of 0.001s still had a delay of 0.02406. So this clock, treats free and normal events independently, with normal events always being fps limited, but never the free events.

Summary

The kivy clock type to use can be set with the kivy_clock option the config. If KIVY_CLOCK is present in the environment it overwrites the config selection. Its possible values are as follows:

  • When kivy_clock is default, the normal clock, ClockBase, which limits callbacks to the maxfps quantization - is used.

  • When kivy_clock is interrupt, a interruptible clock, ClockBaseInterrupt, which doesn’t limit any callbacks to the maxfps - is used. Callbacks will be executed at any time.

  • When kivy_clock is free_all, a interruptible clock, ClockBaseFreeInterruptAll, which doesn’t limit any callbacks to the maxfps in the presence of free events, but in their absence it limits events to the fps quantization interval - is used.

  • When kivy_clock is free_only, a interruptible clock, ClockBaseFreeInterruptAll, which treats free and normal events independently; normal events are fps limited while free events are not - is used.

Async clock support

New in version 2.0.0.

Experimental async support has been added in 2.0.0. The Clock now has a ClockBaseBehavior.async_tick() and ClockBaseBehavior.async_idle() coroutine method which is used by the kivy EventLoop when the kivy EventLoop is executed in a asynchronous manner. When used, the kivy clock does not block while idling.

The async library to use is selected with the KIVY_EVENTLOOP environmental variable or by calling init_async_lib() directly. The library can be one of “asyncio” when the standard library asyncio should be used, or “trio” if the trio library should be used. If not set it defaults to “asyncio”.

See app for example usage.

kivy.clock.Clock: ClockBase = None

The kivy Clock instance. See module documentation for details.

class kivy.clock.ClockBase(**kwargs)[source]

Bases: kivy.clock.ClockBaseBehavior, kivy._clock.CyClockBase

The default kivy clock. See module for details.

usleep(microseconds)[source]

Sleeps for the number of microseconds.

class kivy.clock.ClockBaseBehavior(async_lib='asyncio', **kwargs)[source]

Bases: builtins.object

The base of the kivy clock.

Parameters:
async_lib: string

The async library to use when the clock is run asynchronously. Can be one of, “asyncio” when the standard library asyncio should be used, or “trio” if the trio library should be used.

It defaults to ‘asyncio’ or the value in the environmental variable KIVY_EVENTLOOP if set. init_async_lib() can also be called directly to set the library.

MIN_SLEEP = 0.005

The minimum time to sleep. If the remaining time is less than this, the event loop will continue.

async async_idle()[source]

(internal) async version of idle().

async async_tick()[source]

async version of tick().

property frames

Number of internal frames (not necessarily drawn) from the start of the clock.

New in version 1.8.0.

property frames_displayed

Number of displayed frames from the start of the clock.

property frametime

Time spent between the last frame and the current frame (in seconds).

New in version 1.8.0.

get_boottime()[source]

Get the time in seconds from the application start.

get_fps()[source]

Get the current average FPS calculated by the clock.

get_rfps()[source]

Get the current “real” FPS calculated by the clock. This counter reflects the real framerate displayed on the screen.

In contrast to get_fps(), this function returns a counter of the number of frames, not the average of frames per second.

get_time()[source]

Get the last tick made by the clock.

idle()[source]

(internal) waits here until the next frame.

init_async_lib(lib)[source]

Manually sets the async library to use internally, when running in a asynchronous manner.

This can be called anytime before the kivy event loop has started, but not once the kivy App is running.

Parameters:
lib: string

The async library to use when the clock is run asynchronously. Can be one of, “asyncio” when the standard library asyncio should be used, or “trio” if the trio library should be used.

post_idle(ts, current)[source]

Called after idle() by tick().

pre_idle()[source]

Called before idle() by tick().

tick()[source]

Advance the clock to the next step. Must be called every frame. The default clock has a tick() function called by the core Kivy framework.

tick_draw()[source]

Tick the drawing counter.

static time()

Proxy method for clock().

usleep(microseconds)[source]

Sleeps for the number of microseconds.

class kivy.clock.ClockBaseFreeInterruptAll(**kwargs)[source]

Bases: kivy.clock.ClockBaseInterruptFreeBehavior, kivy._clock.CyClockBaseFree

The free_all kivy clock. See module for details.

class kivy.clock.ClockBaseFreeInterruptOnly(**kwargs)[source]

Bases: kivy.clock.ClockBaseInterruptFreeBehavior, kivy._clock.CyClockBaseFree

The free_only kivy clock. See module for details.

async async_idle()[source]

(internal) async version of idle().

idle()[source]

(internal) waits here until the next frame.

class kivy.clock.ClockBaseInterrupt(interupt_next_only=False, **kwargs)[source]

Bases: kivy.clock.ClockBaseInterruptBehavior, kivy._clock.CyClockBase

The interrupt kivy clock. See module for details.

class kivy.clock.ClockBaseInterruptBehavior(interupt_next_only=False, **kwargs)[source]

Bases: kivy.clock.ClockBaseBehavior

A kivy clock which can be interrupted during a frame to execute events.

async async_idle()[source]

(internal) async version of idle().

idle()[source]

(internal) waits here until the next frame.

init_async_lib(lib)[source]

Manually sets the async library to use internally, when running in a asynchronous manner.

This can be called anytime before the kivy event loop has started, but not once the kivy App is running.

Parameters:
lib: string

The async library to use when the clock is run asynchronously. Can be one of, “asyncio” when the standard library asyncio should be used, or “trio” if the trio library should be used.

usleep(microseconds)[source]

Sleeps for the number of microseconds.

class kivy.clock.ClockBaseInterruptFreeBehavior(**kwargs)[source]

Bases: kivy.clock.ClockBaseInterruptBehavior

A base class for the clock that interrupts the sleep interval for free events.

class kivy.clock.ClockEvent(CyClockBase clock, int loop, callback, double timeout, double starttime, cid=None, int trigger=False, clock_ended_callback=None, release_ref=True, **kwargs)

Bases: builtins.object

This class is never created by the user; instead, kivy creates and returns an instance of this class when scheduling a callback.

An event can be triggered (scheduled) by calling it. If it’s already scheduled, nothing will happen, otherwise it’ll be scheduled. E.g.:

event = Clock.schedule_once(my_callback, .5)
event()  # nothing will happen since it's already scheduled.
event.cancel()  # cancel it
event()  # now it's scheduled again.
callback

callback: object

cancel()

Cancels the callback if it was scheduled to be called. If not scheduled, nothing happens.

cid

cid: object

clock

clock: kivy._clock.CyClockBase The CyClockBase instance associated with the event.

clock_ended_callback

clock_ended_callback: object A Optional callback for this event, which if provided is called by the clock

when the clock is stopped and the event was not ticked.

get_callback()

Returns the callback associated with the event. Callbacks get stored with a indirect ref so that it doesn’t keep objects alive. If the callback is dead, None is returned.

get_clock_ended_callback()

Returns the clock_ended_callback associated with the event. Callbacks get stored with a indirect ref so that it doesn’t keep objects alive. If the callback is dead or wasn’t provided, None is returned.

is_triggered

Returns whether the event is scheduled to have its callback executed by the kivy thread.

loop

loop: ‘int’ Whether this event repeats at intervals of timeout.

next

next: kivy._clock.ClockEvent The next ClockEvent in order they were scheduled.

prev

prev: kivy._clock.ClockEvent The previous ClockEvent in order they were scheduled.

release()

(internal method) Converts the callback into a indirect ref.

release_ref

release_ref: ‘int’ If True, the event should never release the reference to the callbacks.

If False, a weakref may be created instead.

tick(double curtime)

(internal method) Processes the event for the kivy thread.

timeout

timeout: ‘double’ The duration after scheduling when the callback should be executed.

weak_callback

weak_callback: object

weak_clock_ended_callback

weak_clock_ended_callback: object

exception kivy.clock.ClockNotRunningError

Bases: RuntimeError

Raised by the kivy Clock when scheduling an event if the Kivy Clock has already finished (stop_clock was called).

class kivy.clock.CyClockBase(**kwargs)

Bases: builtins.object

clock_resolution

clock_resolution: ‘double’ If the remaining time until the event timeout is less than clock_resolution,

the clock will execute the callback even if it hasn’t exactly timed out.

If -1, the default, the resolution will be computed from config’s maxfps. Otherwise, the provided value is used. Defaults to -1.

create_lifecycle_aware_trigger(callback, clock_ended_callback, timeout=0, interval=False, release_ref=True) ClockEvent

Create a Trigger event similarly to create_trigger(), but the event is sensitive to the clock’s state.

If this event is triggered after the clock has stopped (stop_clock()), then a ClockNotRunningError will be raised. If the error is not raised, then either callback or clock_ended_callback will be called. callback will be called when the event is normally executed. If the clock is stopped before it can be executed, provided the app exited normally without crashing and the event wasn’t manually canceled, and the callbacks are not garbage collected then clock_ended_callback will be called instead when the clock is stopped.

Parameters:
callback: callable

The callback to execute from kivy. It takes a single parameter - the current elapsed kivy time.

clock_ended_callback: callable

A callback that will be called if the clock is stopped while the event is still scheduled to be called. The callback takes a single parameter - the event object. When the event is successfully scheduled, if the app exited normally and the event wasn’t canceled, and the callbacks are not garbage collected - it is guaranteed that either callback or clock_ended_callback would have been called.

timeout: float

How long to wait before calling the callback.

interval: bool

Whether the callback should be called once (False) or repeatedly with a period of timeout (True) like schedule_interval().

release_ref: bool

If True, the default, then if callback or clock_ended_callback is a class method and the object has no references to it, then the object may be garbage collected and the callbacks won’t be called. If False, the clock keeps a reference to the object preventing it from being garbage collected - so it will be called.

Returns:

A ClockEvent instance. To schedule the callback of this instance, you can call it.

New in version 2.0.0.

create_trigger(callback, timeout=0, interval=False, release_ref=True) ClockEvent

Create a Trigger event. It is thread safe but not __del__ or __dealloc__ safe (see schedule_del_safe()). Check module documentation for more information.

To cancel the event before it is executed, call ClockEvent.cancel() on the returned event. To schedule it again, simply call the event (event()) and it’ll be safely rescheduled if it isn’t already scheduled.

Parameters:
callback: callable

The callback to execute from kivy. It takes a single parameter - the current elapsed kivy time.

timeout: float

How long to wait before calling the callback.

interval: bool

Whether the callback should be called once (False) or repeatedly with a period of timeout (True) like schedule_interval().

release_ref: bool

If True, the default, then if callback is a class method and the object has no references to it, then the object may be garbage collected and the callbacks won’t be called. If False, the clock keeps a reference to the object preventing it from being garbage collected - so it will be called.

Returns:

A ClockEvent instance. To schedule the callback of this instance, you can call it.

New in version 1.0.5.

Changed in version 1.10.0: interval has been added.

Changed in version 2.0.0: release_ref has been added.

get_before_frame_events()

Returns the list of ClockEvent instances that are scheduled to be called before the next frame (-1 timeout).

New in version 2.1.0.

get_events()

Returns the list of ClockEvent instances currently scheduled.

get_min_timeout()

Returns the remaining time since the start of the current frame for the event with the smallest timeout.

get_resolution()

Returns the minimum resolution the clock has. It’s a function of clock_resolution and maxfps provided at the config.

handle_exception(e)

Provides an opportunity to handle an event’s exception.

If desired, the exception is handled, otherwise it should be raised again. By default it is raised again.

Parameters:

e – The exception to be handled.

New in version 2.0.0.

has_ended

has_ended: ‘int’

has_started

has_started: ‘int’

max_iteration

max_iteration: ‘int’ The maximum number of callback iterations at the end of the frame, before the next

frame. If more iterations occur, a warning is issued.

on_schedule(event)

Function that is called internally every time an event is triggered for this clock. It takes the event as a parameter.

The order of on_schedule calls are not guaranteed to be in the same order that the events are scheduled. Similarly, it is possible that the event being scheduled was canceled before this is called on the event. That’s because on_schedule() may be called from different threads.

schedule_del_safe(callback)

Schedule a callback that is thread safe and __del__ or __dealloc__ safe.

It’s unsafe to call various kinds of code from __del__ or __dealloc__ methods because they can be executed at any time. Most Kivy’s Clock methods are unsafe to call the Clock from these methods. Instead, use this method, which is thread safe and __del__ or __dealloc__ safe, to schedule the callback in the kivy thread. It’ll be executed in order after the normal events are processed.

Parameters:
callback: Callable

The callback the execute from kivy. It takes no parameters and cannot be canceled.

New in version 1.11.0.

schedule_interval(callback, timeout) ClockEvent

Schedule an event to be called every <timeout> seconds. See create_trigger() for advanced scheduling and more details.

To cancel the event before it is executed, call ClockEvent.cancel() on the returned event. If the callback is a class method, a weakref to the object is created and it may be garbage collected if there’s no other reference to the object.

Returns:

A ClockEvent instance. As opposed to create_trigger() which only creates the trigger event, this method also schedules it.

schedule_lifecycle_aware_del_safe(callback, clock_ended_callback)

Schedule a callback that is thread safe and __del__ or __dealloc__ safe similarly to schedule_del_safe(), but the callback is sensitive to the clock’s state.

If this event is triggered after the clock has stopped (stop_clock()), then a ClockNotRunningError will be raised. If the error is not raised, then either callback or clock_ended_callback will be called. callback will be called when the callback is normally executed. If the clock is stopped before it can be executed, provided the app exited normally without crashing then clock_ended_callback will be called instead when the clock is stopped.

Parameters:
callback: Callable

The callback the execute from kivy. It takes no parameters and cannot be canceled.

clock_ended_callback: callable

A callback that will be called if the clock is stopped while the callback is still scheduled to be called. The callback takes a single parameter - the callback. If the app exited normally, it is guaranteed that either callback or clock_ended_callback would have been called.

New in version 2.0.0.

schedule_once(callback, timeout=0) ClockEvent

Schedule an event in <timeout> seconds. If <timeout> is unspecified or 0, the callback will be called after the next frame is rendered. See create_trigger() for advanced scheduling and more details.

To cancel the event before it is executed, call ClockEvent.cancel() on the returned event. If the callback is a class method, a weakref to the object is created and it may be garbage collected if there’s no other reference to the object.

Returns:

A ClockEvent instance. As opposed to create_trigger() which only creates the trigger event, this method also schedules it.

Changed in version 1.0.5: If the timeout is -1, the callback will be called before the next frame (at tick_draw()).

start_clock()

Must be called to start the clock.

Once stop_clock() is called, it cannot be started again.

stop_clock()

Stops the clock and cleans up.

This must be called to process the lifecycle_aware callbacks etc.

unschedule(callback, all=True)

Remove a previously scheduled event.

An ClockEvent can also be canceled directly by calling ClockEvent.cancel().

Parameters:
callback: ClockEvent or a callable.

If it’s a ClockEvent instance, then the callback associated with this event will be canceled if it is scheduled.

If it’s a callable, then the callable will be unscheduled if it was scheduled.

Warning

Passing the callback function rather than the returned ClockEvent will result in a significantly slower unscheduling.

all: bool

If True and if callback is a callable, all instances of this callable will be unscheduled (i.e. if this callable was scheduled multiple times). Defaults to True.

Changed in version 1.9.0: The all parameter was added. Before, it behaved as if all was True.

class kivy.clock.CyClockBaseFree

Bases: kivy._clock.CyClockBase

A clock class that supports scheduling free events in addition to normal events.

Each of the create_trigger(), schedule_once(), and schedule_interval() methods, which create a normal event, have a corresponding method for creating a free event.

create_lifecycle_aware_trigger(callback, clock_ended_callback, timeout=0, interval=False, release_ref=True) FreeClockEvent
create_lifecycle_aware_trigger_free(callback, clock_ended_callback, timeout=0, interval=False, release_ref=True) FreeClockEvent

Similar to create_lifecycle_aware_trigger(), but instead creates a free event.

create_trigger(callback, timeout=0, interval=False, release_ref=True) FreeClockEvent
create_trigger_free(callback, timeout=0, interval=False, release_ref=True) FreeClockEvent

Similar to create_trigger(), but instead creates a free event.

get_min_free_timeout()

Returns the remaining time since the start of the current frame for the free event with the smallest timeout.

schedule_interval(callback, timeout) FreeClockEvent
schedule_interval_free(callback, timeout) FreeClockEvent

Similar to schedule_interval(), but instead creates a free event.

schedule_once(callback, timeout=0) FreeClockEvent
schedule_once_free(callback, timeout=0) FreeClockEvent

Similar to schedule_once(), but instead creates a free event.

class kivy.clock.FreeClockEvent(free, *largs, **kwargs)

Bases: kivy._clock.ClockEvent

CyClockBaseFree. It stores whether the event was scheduled as a free event.

free

free: ‘int’ Whether this event was scheduled as a free event.

kivy.clock.mainthread(func)[source]

Decorator that will schedule the call of the function for the next available frame in the mainthread. It can be useful when you use UrlRequest or when you do Thread programming: you cannot do any OpenGL-related work in a thread.

Please note that this method will return directly and no result can be returned:

@mainthread
def callback(self, *args):
    print('The request succeeded!',
          'This callback is called in the main thread.')


self.req = UrlRequest(url='http://...', on_success=callback)

New in version 1.8.0.

kivy.clock.triggered(timeout=0, interval=False)[source]

Decorator that will trigger the call of the function at the specified timeout, through the method CyClockBase.create_trigger(). Subsequent calls to the decorated function (while the timeout is active) are ignored.

It can be helpful when an expensive function (i.e. call to a server) can be triggered by different methods. Setting a proper timeout will delay the calling and only one of them will be triggered.

@triggered(timeout, interval=False) def callback(id):

print(‘The callback has been called with id=%d’ % id)

>> callback(id=1) >> callback(id=2) The callback has been called with id=2

The decorated callback can also be unscheduled using:

>> callback.cancel()

New in version 1.10.1.

Compatibility module for Python 2.7 and >= 3.4

This module provides a set of utility types and functions for optimization and to aid in writing Python 2/3 compatible code.

kivy.compat.PY2 = False

False, because we don’t support Python 2 anymore.

kivy.compat.clock() float

A clock with the highest available resolution on your current Operating System.

kivy.compat.isclose(a, b, *, rel_tol=1e-09, abs_tol=0.0)

Determine whether two floating point numbers are close in value.

rel_tol

maximum difference for being considered “close”, relative to the magnitude of the input values

abs_tol

maximum difference for being considered “close”, regardless of the magnitude of the input values

Return True if a is close in value to b, and False otherwise.

For the values to be considered close, the difference between them must be smaller than at least one of the tolerances.

-inf, inf and NaN behave similarly to the IEEE 754 Standard. That is, NaN is not close to anything, even itself. inf and -inf are only close to themselves.

kivy.compat.string_types

A utility type for detecting string in a Python 2/3 friendly way. For example:

if isinstance(s, string_types):
    print("It's a string or unicode type")
else:
    print("It's something else.")

Configuration object

The Config object is an instance of a modified Python ConfigParser. See the ConfigParser documentation for more information.

Kivy has a configuration file which determines the default settings. In order to change these settings, you can alter this file manually or use the Config object. Please see the Configure Kivy section for more information.

Applying configurations

Configuration options control the initialization of the App. In order to avoid situations where the config settings do not work or are not applied before window creation (like setting an initial window size), Config.set should be used before importing any other Kivy modules. Ideally, this means setting them right at the start of your main.py script.

Alternatively, you can save these settings permanently using Config.set then Config.write. In this case, you will need to restart the app for the changes to take effect. Note that this approach will effect all Kivy apps system wide.

Please note that no underscores (_) are allowed in the section name.

Usage of the Config object

To read a configuration token from a particular section:

>>> from kivy.config import Config
>>> Config.getint('kivy', 'show_fps')
0

Change the configuration and save it:

>>> Config.set('postproc', 'retain_time', '50')
>>> Config.write()

For information on configuring your App, please see the Application configuration section.

Changed in version 1.7.1: The ConfigParser should work correctly with utf-8 now. The values are converted from ascii to unicode only when needed. The method get() returns utf-8 strings.

Changing configuration with environment variables

Since 1.11.0, it is now possible to change the configuration using environment variables. They take precedence on the loaded config.ini. The format is:

KCFG_<section>_<key> = <value>

For example:

KCFG_GRAPHICS_FULLSCREEN=auto … KCFG_KIVY_LOG_LEVEL=warning …

Or in your file before any kivy import:

import os os.environ[“KCFG_KIVY_LOG_LEVEL”] = “warning”

If you don’t want to map any environment variables, you can disable the behavior:

os.environ["KIVY_NO_ENV_CONFIG"] = "1"
Available configuration tokens
kivy:
default_font: list

Default fonts used for widgets displaying any text. It defaults to [‘Roboto’, ‘data/fonts/Roboto-Regular.ttf’, ‘data/fonts/Roboto-Italic.ttf’, ‘data/fonts/Roboto-Bold.ttf’, ‘data/fonts/Roboto-BoldItalic.ttf’].

desktop: int, 0 or 1

This option controls desktop OS specific features, such as enabling drag-able scroll-bar in scroll views, disabling of bubbles in TextInput etc. 0 is disabled, 1 is enabled.

exit_on_escape: int, 0 or 1

Enables exiting kivy when escape is pressed. 0 is disabled, 1 is enabled.

pause_on_minimize: int, 0 or 1

If set to 1, the main loop is paused and the on_pause event is dispatched when the window is minimized. This option is intended for desktop use only. Defaults to 0.

keyboard_layout: string

Identifier of the layout to use.

keyboard_mode: string

Specifies the keyboard mode to use. If can be one of the following:

  • ‘’ - Let Kivy choose the best option for your current platform.

  • ‘system’ - real keyboard.

  • ‘dock’ - one virtual keyboard docked to a screen side.

  • ‘multi’ - one virtual keyboard for every widget request.

  • ‘systemanddock’ - virtual docked keyboard plus input from real keyboard.

  • ‘systemandmulti’ - analogous.

kivy_clock: one of default, interrupt, free_all, free_only

The clock type to use with kivy. See kivy.clock.

log_dir: string

Path of log directory.

log_enable: int, 0 or 1

Activate file logging. 0 is disabled, 1 is enabled.

Note

Logging output can also be controlled by the environment variables KIVY_LOG_MODE, KIVY_NO_FILELOG and KIVY_NO_CONSOLELOG. More information is provided in the kivy.logger module.

log_level: string, one of ‘trace’, ‘debug’, ‘info’, ‘warning’, ‘error’ or ‘critical’

Set the minimum log level to use.

log_name: string

Format string to use for the filename of log file.

log_maxfiles: int

Keep log_maxfiles recent logfiles while purging the log directory. Set ‘log_maxfiles’ to -1 to disable logfile purging (eg keep all logfiles).

Note

You end up with ‘log_maxfiles + 1’ logfiles because the logger adds a new one after purging.

window_icon: string

Path of the window icon. Use this if you want to replace the default pygame icon.

postproc:
double_tap_distance: float

Maximum distance allowed for a double tap, normalized inside the range 0 - 1000.

double_tap_time: int

Time allowed for the detection of double tap, in milliseconds.

ignore: list of tuples

List of regions where new touches are ignored. This configuration token can be used to resolve hotspot problems with DIY hardware. The format of the list must be:

ignore = [(xmin, ymin, xmax, ymax), ...]

All the values must be inside the range 0 - 1.

jitter_distance: int

Maximum distance for jitter detection, normalized inside the range 0 - 1000.

jitter_ignore_devices: string, separated with commas

List of devices to ignore from jitter detection.

retain_distance: int

If the touch moves more than is indicated by retain_distance, it will not be retained. Argument should be an int between 0 and 1000.

retain_time: int

Time allowed for a retain touch, in milliseconds.

triple_tap_distance: float

Maximum distance allowed for a triple tap, normalized inside the range 0 - 1000.

triple_tap_time: int

Time allowed for the detection of triple tap, in milliseconds.

graphics:
borderless: int, one of 0 or 1

If set to 1, removes the window border/decoration. Window resizing must also be disabled to hide the resizing border.

custom_titlebar: int, one of 0 or 1

If set to 1, removes the window border and allows user to set a Widget as a titlebar see set_custom_titlebar() for detailed usage

custom_titlebar_border: int, defaults to 5

sets the how many pixles off the border should be used as the rezising frame

window_state: string , one of ‘visible’, ‘hidden’, ‘maximized’

or ‘minimized’

Sets the window state, defaults to ‘visible’. This option is available only for the SDL2 window provider and it should be used on desktop OSes.

fbo: string, one of ‘hardware’, ‘software’ or ‘force-hardware’

Selects the FBO backend to use.

fullscreen: int or string, one of 0, 1, ‘fake’ or ‘auto’

Activate fullscreen. If set to 1, a resolution of width times height pixels will be used. If set to auto, your current display’s resolution will be used instead. This is most likely what you want. If you want to place the window in another display, use fake, or set the borderless option from the graphics section, then adjust width, height, top and left.

height: int

Height of the Window, not used if fullscreen is set to auto.

left: int

Left position of the Window.

maxfps: int, defaults to 60

Maximum FPS allowed.

Warning

Setting maxfps to 0 will lead to max CPU usage.

‘multisamples’: int, defaults to 2

Sets the MultiSample Anti-Aliasing (MSAA) level. Increasing this value results in smoother graphics but at the cost of processing time.

Note

This feature is limited by device hardware support and will have no effect on devices which do not support the level of MSAA requested.

position: string, one of ‘auto’ or ‘custom’

Position of the window on your display. If auto is used, you have no control of the initial position: top and left are ignored.

show_cursor: int, one of 0 or 1

Set whether or not the cursor is shown on the window.

top: int

Top position of the Window.

resizable: int, one of 0 or 1

If 0, the window will have a fixed size. If 1, the window will be resizable.

rotation: int, one of 0, 90, 180 or 270

Rotation of the Window.

width: int

Width of the Window, not used if fullscreen is set to auto.

minimum_width: int

Minimum width to restrict the window to. (sdl2 only)

minimum_height: int

Minimum height to restrict the window to. (sdl2 only)

min_state_time: float, defaults to .035

Minimum time for widgets to display a given visual state. This attrib is currently used by widgets like DropDown & ButtonBehavior to make sure they display their current visual state for the given time.

always_on_top: int, one of 0 or 1, defaults to 0

When enabled, the window will be brought to the front and will keep the window above the rest. Only works for the sdl2 window provider. 0 is disabled, 1 is enabled.

show_taskbar_icon: int, one of 0 or 1, defaults to 1

Determines whether the app’s icon will be added to the taskbar. Only applicable for the SDL2 window provider. 0 means the icon will not be shown in the taskbar and 1 means it will.

allow_screensaver: int, one of 0 or 1, defaults to 1

Allow the device to show a screen saver, or to go to sleep on mobile devices. Only works for the sdl2 window provider.

vsync: none, empty value, or integers

Whether vsync is enabled, currently only used with sdl2 window. Possible values are none or empty value – leaves it unchanged, 0 – disables vsync, 1 or larger – sets vsync interval, -1 sets adaptive vsync. It falls back to 1 if setting to 2+ or -1 failed. See SDL_GL_SetSwapInterval.

verify_gl_main_thread: int, 1 or 0, defaults to 1

Whether to check if code that changes any gl instructions is running outside the main thread and then raise an error.

input:

You can create new input devices using this syntax:

# example of input provider instance
yourid = providerid,parameters

# example for tuio provider
default = tuio,127.0.0.1:3333
mytable = tuio,192.168.0.1:3334

See also

Check the providers in kivy.input.providers for the syntax to use inside the configuration file.

widgets:
scroll_distance: int

Default value of the scroll_distance property used by the ScrollView widget. Check the widget documentation for more information.

scroll_friction: float

Default value of the scroll_friction property used by the ScrollView widget. Check the widget documentation for more information.

Deprecated since version 1.7.0: Please use effect_cls instead.

scroll_timeout: int

Default value of the scroll_timeout property used by the ScrollView widget. Check the widget documentation for more information.

scroll_stoptime: int

Default value of the scroll_stoptime property used by the ScrollView widget. Check the widget documentation for more information.

Deprecated since version 1.7.0: Please use effect_cls instead.

scroll_moves: int

Default value of the scroll_moves property used by the ScrollView widget. Check the widget documentation for more information.

Deprecated since version 1.7.0: Please use effect_cls instead.

modules:

You can activate modules with this syntax:

modulename =

Anything after the = will be passed to the module as arguments. Check the specific module’s documentation for a list of accepted arguments.

New in version 2.2.0: always_on_top have been added to the graphics section. show_taskbar_icon have been added to the graphics section.

Changed in version 2.2.0: implementation has been added to the network section.

Changed in version 2.1.0: vsync has been added to the graphics section. verify_gl_main_thread has been added to the graphics section.

Changed in version 1.10.0: min_state_time and allow_screensaver have been added to the graphics section. kivy_clock has been added to the kivy section. default_font has beed added to the kivy section. useragent has been added to the network section.

Changed in version 1.9.0: borderless and window_state have been added to the graphics section. The fake setting of the fullscreen option has been deprecated, use the borderless option instead. pause_on_minimize has been added to the kivy section.

Changed in version 1.8.0: systemanddock and systemandmulti has been added as possible values for keyboard_mode in the kivy section. exit_on_escape has been added to the kivy section.

Changed in version 1.2.0: resizable has been added to graphics section.

Changed in version 1.1.0: tuio no longer listens by default. Window icons are not copied to user directory anymore. You can still set a new window icon by using the window_icon config setting.

Changed in version 1.0.8: scroll_timeout, scroll_distance and scroll_friction have been added. list_friction, list_trigger_distance and list_friction_bound have been removed. keyboard_type and keyboard_layout have been removed from the widget. keyboard_mode and keyboard_layout have been added to the kivy section.

kivy.config.Config = None

The default Kivy configuration object. This is a ConfigParser instance with the name set to ‘kivy’.

Config = ConfigParser(name='kivy')
class kivy.config.ConfigParser(name='', **kwargs)[source]

Bases: configparser.RawConfigParser, builtins.object

Enhanced ConfigParser class that supports the addition of default sections and default values.

By default, the kivy ConfigParser instance, Config, is named ‘kivy’ and the ConfigParser instance used by the App.build_settings method is named ‘app’.

Parameters:
name: string

The name of the instance. See name. Defaults to ‘’.

Changed in version 1.9.0: Each ConfigParser can now be named. You can get the ConfigParser associated with a name using get_configparser(). In addition, you can now control the config values with ConfigParserProperty.

New in version 1.0.7.

add_callback(callback, section=None, key=None)[source]

Add a callback to be called when a specific section or key has changed. If you don’t specify a section or key, it will call the callback for all section/key changes.

Callbacks will receive 3 arguments: the section, key and value.

New in version 1.4.1.

adddefaultsection(section)[source]

Add a section if the section is missing.

get(section, option, **kwargs)[source]

Get an option value for a given section.

If `vars’ is provided, it must be a dictionary. The option is looked up in `vars’ (if provided), `section’, and in `DEFAULTSECT’ in that order. If the key is not found and `fallback’ is provided, it is used as a fallback value. `None’ can be provided as a `fallback’ value.

If interpolation is enabled and the optional argument `raw’ is False, all interpolations are expanded in the return values.

Arguments `raw’, `vars’, and `fallback’ are keyword only.

The section DEFAULT is special.

static get_configparser(name)[source]

Returns the ConfigParser instance whose name is name, or None if not found.

Parameters:
name: string

The name of the ConfigParser instance to return.

getdefault(section, option, defaultvalue)[source]

Get the value of an option in the specified section. If not found, it will return the default value.

getdefaultint(section, option, defaultvalue)[source]

Get the value of an option in the specified section. If not found, it will return the default value. The value will always be returned as an integer.

New in version 1.6.0.

property name

The name associated with this ConfigParser instance, if not ‘’. Defaults to ‘’. It can be safely changed dynamically or set to ‘’.

When a ConfigParser is given a name, that config object can be retrieved using get_configparser(). In addition, that config instance can also be used with a ConfigParserProperty instance that set its config value to this name.

Setting more than one ConfigParser with the same name will raise a ValueError.

read(filename)[source]

Read only one filename. In contrast to the original ConfigParser of Python, this one is able to read only one file at a time. The last read file will be used for the write() method.

Changed in version 1.9.0: read() now calls the callbacks if read changed any values.

remove_callback(callback, section=None, key=None)[source]

Removes a callback added with add_callback(). remove_callback() must be called with the same parameters as add_callback().

Raises a ValueError if not found.

New in version 1.9.0.

set(section, option, value)[source]

Functions similarly to PythonConfigParser’s set method, except that the value is implicitly converted to a string.

setall(section, keyvalues)[source]

Sets multiple key-value pairs in a section. keyvalues should be a dictionary containing the key-value pairs to be set.

setdefault(section, option, value)[source]

Set the default value for an option in the specified section.

setdefaults(section, keyvalues)[source]

Set multiple key-value defaults in a section. keyvalues should be a dictionary containing the new key-value defaults.

update_config(filename, overwrite=False)[source]

Upgrade the configuration based on a new default config file. Overwrite any existing values if overwrite is True.

write()[source]

Write the configuration to the last file opened using the read() method.

Return True if the write finished successfully, False otherwise.

Context

New in version 1.8.0.

Warning

This is experimental and subject to change as long as this warning notice is present.

Kivy has a few “global” instances that are used directly by many pieces of the framework: Cache, Builder, Clock.

TODO: document this module.

class kivy.context.Context(init=False)[source]

Bases: builtins.dict

pop(k[, d]) v, remove specified key and return the corresponding value.[source]

If key is not found, d is returned if given, otherwise KeyError is raised

kivy.context.get_current_context()[source]

Return the current context.

kivy.context.register_context(name, cls, *args, **kwargs)[source]

Register a new context.

Event dispatcher

All objects that produce events in Kivy implement the EventDispatcher which provides a consistent interface for registering and manipulating event handlers.

Changed in version 1.0.9: Property discovery and methods have been moved from the Widget to the EventDispatcher.

class kivy.event.EventDispatcher(**kwargs)

Bases: kivy.event.ObjectWithUid

See the module docstring for usage.

apply_property(**kwargs)

Adds properties at runtime to the class. The function accepts keyword arguments of the form prop_name=prop, where prop is a Property instance and prop_name is the name of the attribute of the property.

New in version 1.9.1.

Warning

This method is not recommended for common usage because you should declare the properties in your class instead of using this method.

For example:

>>> print(wid.property('sticks', quiet=True))
None
>>> wid.apply_property(sticks=ObjectProperty(55, max=10))
>>> print(wid.property('sticks', quiet=True))
<kivy.properties.ObjectProperty object at 0x04303130>
bind(**kwargs)

Bind an event type or a property to a callback.

Usage:

# With properties
def my_x_callback(obj, value):
    print('on object', obj, 'x changed to', value)
def my_width_callback(obj, value):
    print('on object', obj, 'width changed to', value)
self.bind(x=my_x_callback, width=my_width_callback)

# With event
def my_press_callback(obj):
    print('event on object', obj)
self.bind(on_press=my_press_callback)

In general, property callbacks are called with 2 arguments (the object and the property’s new value) and event callbacks with one argument (the object). The example above illustrates this.

The following example demonstrates various ways of using the bind function in a complete application:

from kivy.uix.boxlayout import BoxLayout
from kivy.app import App
from kivy.uix.button import Button
from functools import partial


class DemoBox(BoxLayout):
    """
    This class demonstrates various techniques that can be used for binding to
    events. Although parts could me made more optimal, advanced Python concepts
    are avoided for the sake of readability and clarity.
    """
    def __init__(self, **kwargs):
        super(DemoBox, self).__init__(**kwargs)
        self.orientation = "vertical"

        # We start with binding to a normal event. The only argument
        # passed to the callback is the object which we have bound to.
        btn = Button(text="Normal binding to event")
        btn.bind(on_press=self.on_event)

        # Next, we bind to a standard property change event. This typically
        # passes 2 arguments: the object and the value
        btn2 = Button(text="Normal binding to a property change")
        btn2.bind(state=self.on_property)

        # Here we use anonymous functions (a.k.a lambdas) to perform binding.
        # Their advantage is that you can avoid declaring new functions i.e.
        # they offer a concise way to "redirect" callbacks.
        btn3 = Button(text="Using anonymous functions.")
        btn3.bind(on_press=lambda x: self.on_event(None))

        # You can also declare a function that accepts a variable number of
        # positional and keyword arguments and use introspection to determine
        # what is being passed in. This is very handy for debugging as well
        # as function re-use. Here, we use standard event binding to a function
        # that accepts optional positional and keyword arguments.
        btn4 = Button(text="Use a flexible function")
        btn4.bind(on_press=self.on_anything)

        # Lastly, we show how to use partial functions. They are sometimes
        # difficult to grasp, but provide a very flexible and powerful way to
        # reuse functions.
        btn5 = Button(text="Using partial functions. For hardcores.")
        btn5.bind(on_press=partial(self.on_anything, "1", "2", monthy="python"))

        for but in [btn, btn2, btn3, btn4, btn5]:
            self.add_widget(but)

    def on_event(self, obj):
        print("Typical event from", obj)

    def on_property(self, obj, value):
        print("Typical property change from", obj, "to", value)

    def on_anything(self, *args, **kwargs):
        print('The flexible function has *args of', str(args),
            "and **kwargs of", str(kwargs))


class DemoApp(App):
    def build(self):
        return DemoBox()

if __name__ == "__main__":
    DemoApp().run()

If a callback has already been bound to a given event or property, it won’t be added again.

When binding a method to an event or property, a kivy.weakmethod.WeakMethod of the callback is saved. That is, rather than storing a regular reference, it stores both a weak reference to the instance (see Python’s weakref).

This has two consequences.

The first is that the binding will not prevent garbage collection of the method’s object. The client must maintain a reference to the instance for the desired lifetime. The callback reference is silently removed if it becomes invalid.

The second is that when using a decorated method e.g.:

@my_decorator
def callback(self, *args):
    pass

the decorator (my_decorator here) must use wraps internally.

create_property(unicode name, value=None, default_value=True, *largs, **kwargs)

Create a new property at runtime.

New in version 1.0.9.

Changed in version 1.8.0: value parameter added, can be used to set the default value of the property. Also, the type of the value is used to specialize the created property.

Changed in version 1.9.0: In the past, if value was of type bool, a NumericProperty would be created, now a BooleanProperty is created.

Also, now and positional and keyword arguments are passed to the property when created.

Changed in version 2.0.0: default_value has been added.

Warning

This function is designed for the Kivy language, don’t use it in your code. You should declare the property in your class instead of using this method.

Parameters:
name: string

Name of the property

value: object, optional

Default value of the property. Type is also used for creating more appropriate property types. Defaults to None.

default_value: bool, True by default

If True, value will be the default for the property. Otherwise, the property will be initialized with the the property type’s normal default value, and subsequently set to value.

>>> mywidget = Widget()
>>> mywidget.create_property('custom')
>>> mywidget.custom = True
>>> print(mywidget.custom)
True
dispatch(event_type, *largs, **kwargs)

Dispatch an event across all the handlers added in bind/fbind(). As soon as a handler returns True, the dispatching stops.

The function collects all the positional and keyword arguments and passes them on to the handlers.

Note

The handlers are called in reverse order than they were registered with bind().

Parameters:
event_type: str

the event name to dispatch.

Changed in version 1.9.0: Keyword arguments collection and forwarding was added. Before, only positional arguments would be collected and forwarded.

dispatch_children(event_type, *largs, **kwargs)
dispatch_generic(event_type, *largs, **kwargs)
events()

Return all the events in the class. Can be used for introspection.

New in version 1.8.0.

fbind(name, func, *largs, **kwargs)

A method for advanced, and typically faster binding. This method is different than bind() and is meant for more advanced users and internal usage. It can be used as long as the following points are heeded.

  1. As opposed to bind(), it does not check that this function and largs/kwargs has not been bound before to this name. So binding the same callback multiple times will just keep adding it.

  2. Although bind() creates a WeakMethod of the callback when binding to an event or property, this method stores the callback directly, unless a keyword argument ref with value True is provided and then a WeakMethod is saved. This is useful when there’s no risk of a memory leak by storing the callback directly.

  3. This method returns a unique positive number if name was found and bound, and 0, otherwise. It does not raise an exception, like bind() if the property name is not found. If not zero, the uid returned is unique to this name and callback and can be used with unbind_uid() for unbinding.

When binding a callback with largs and/or kwargs, funbind() must be used for unbinding. If no largs and kwargs are provided, unbind() may be used as well. unbind_uid() can be used in either case.

This method passes on any caught positional and/or keyword arguments to the callback, removing the need to call partial. When calling the callback the expended largs are passed on followed by instance/value (just instance for kwargs) followed by expended kwargs.

Following is an example of usage similar to the example in bind():

class DemoBox(BoxLayout):

    def __init__(self, **kwargs):
        super(DemoBox, self).__init__(**kwargs)
        self.orientation = "vertical"

        btn = Button(text="Normal binding to event")
        btn.fbind('on_press', self.on_event)

        btn2 = Button(text="Normal binding to a property change")
        btn2.fbind('state', self.on_property)

        btn3 = Button(text="A: Using function with args.")
        btn3.fbind('on_press', self.on_event_with_args, 'right',
                       tree='birch', food='apple')

        btn4 = Button(text="Unbind A.")
        btn4.fbind('on_press', self.unbind_a, btn3)

        btn5 = Button(text="Use a flexible function")
        btn5.fbind('on_press', self.on_anything)

        btn6 = Button(text="B: Using flexible functions with args. For hardcores.")
        btn6.fbind('on_press', self.on_anything, "1", "2", monthy="python")

        btn7 = Button(text="Force dispatch B with different params")
        btn7.fbind('on_press', btn6.dispatch, 'on_press', 6, 7, monthy="other python")

        for but in [btn, btn2, btn3, btn4, btn5, btn6, btn7]:
            self.add_widget(but)

    def on_event(self, obj):
        print("Typical event from", obj)

    def on_event_with_args(self, side, obj, tree=None, food=None):
        print("Event with args", obj, side, tree, food)

    def on_property(self, obj, value):
        print("Typical property change from", obj, "to", value)

    def on_anything(self, *args, **kwargs):
        print('The flexible function has *args of', str(args),
            "and **kwargs of", str(kwargs))
        return True

    def unbind_a(self, btn, event):
        btn.funbind('on_press', self.on_event_with_args, 'right',
                        tree='birch', food='apple')

Note

Since the kv lang uses this method to bind, one has to implement this method, instead of bind() when creating a non EventDispatcher based class used with the kv lang. See Observable for an example.

New in version 1.9.0.

Changed in version 1.9.1: The ref keyword argument has been added.

funbind(name, func, *largs, **kwargs)

Similar to fbind().

When unbinding, unbind() will unbind all callbacks that match the callback, while this method will only unbind the first.

To unbind, the same positional and keyword arguments passed to fbind() must be passed on to funbind.

Note

It is safe to use funbind() to unbind a function bound with bind() as long as no keyword and positional arguments are provided to funbind().

New in version 1.9.0.

get_property_observers(name, args=False)

Returns a list of methods that are bound to the property/event passed as the name argument:

widget_instance.get_property_observers('on_release')
Parameters:
name: str

The name of the event or property.

args: bool

Whether to return the bound args. To keep compatibility, only the callback functions and not their provided args will be returned in the list when args is False.

If True, each element in the list is a 5-tuple of (callback, largs, kwargs, is_ref, uid), where is_ref indicates whether callback is a weakref, and uid is the uid given by fbind(), or None if bind() was used. Defaults to False.

Returns:

The list of bound callbacks. See args for details.

New in version 1.8.0.

Changed in version 1.9.0: args has been added.

getter(name)

Return the getter of a property.

New in version 1.0.9.

is_event_type(event_type)

Return True if the event_type is already registered.

New in version 1.0.4.

properties() dict

Return all the properties in the class in a dictionary of key/property class. Can be used for introspection.

New in version 1.0.9.

property(name, quiet=False)

Get a property instance from the property name. If quiet is True, None is returned instead of raising an exception when name is not a property. Defaults to False.

New in version 1.0.9.

Returns:

A Property derived instance corresponding to the name.

Changed in version 1.9.0: quiet was added.

proxy_ref

Returns a WeakProxy reference to the EventDispatcher.

New in version 1.9.0.

Changed in version 2.0.0: Previously it just returned itself, now it actually returns a WeakProxy.

register_event_type(event_type)

Register an event type with the dispatcher.

Registering event types allows the dispatcher to validate event handler names as they are attached and to search attached objects for suitable handlers. Each event type declaration must:

  1. start with the prefix on_.

  2. have a default handler in the class.

Example of creating a custom event:

class MyWidget(Widget):
    def __init__(self, **kwargs):
        super(MyWidget, self).__init__(**kwargs)
        self.register_event_type('on_swipe')

    def on_swipe(self):
        pass

def on_swipe_callback(*largs):
    print('my swipe is called', largs)
w = MyWidget()
w.dispatch('on_swipe')
setter(name)

Return the setter of a property. Use: instance.setter(‘name’). The setter is a convenient callback function useful if you want to directly bind one property to another. It returns a partial function that will accept (obj, value) args and results in the property ‘name’ of instance being set to value.

New in version 1.0.9.

For example, to bind number2 to number1 in python you would do:

class ExampleWidget(Widget):
    number1 = NumericProperty(None)
    number2 = NumericProperty(None)

    def __init__(self, **kwargs):
        super(ExampleWidget, self).__init__(**kwargs)
        self.bind(number1=self.setter('number2'))

This is equivalent to kv binding:

<ExampleWidget>:
    number2: self.number1
unbind(**kwargs)

Unbind properties from callback functions with similar usage as bind().

If a callback has been bound to a given event or property multiple times, only the first occurrence will be unbound.

Note

It is safe to use unbind() on a function bound with fbind() as long as that function was originally bound without any keyword and positional arguments. Otherwise, the function will fail to be unbound and you should use funbind() instead.

unbind_uid(name, uid)

Uses the uid returned by fbind() to unbind the callback.

This method is much more efficient than funbind(). If uid evaluates to False (e.g. 0) a ValueError is raised. Also, only callbacks bound with fbind() can be unbound with this method.

Since each call to fbind() will generate a unique uid, only one callback will be removed. If uid is not found among the callbacks, no error is raised.

E.g.:

btn6 = Button(text="B: Using flexible functions with args. For hardcores.")
uid = btn6.fbind('on_press', self.on_anything, "1", "2", monthy="python")
if not uid:
    raise Exception('Binding failed').
...
btn6.unbind_uid('on_press', uid)

New in version 1.9.0.

unregister_event_type(event_type)

Unregister an event type in the dispatcher.

Changed in version 2.1.0: Method renamed from unregister_event_types to unregister_event_type.

unregister_event_types(self, event_type)
class kivy.event.ObjectWithUid

Bases: builtins.object

(internal) This class assists in providing unique identifiers for class instances. It is not intended for direct usage.

class kivy.event.Observable

Bases: kivy.event.ObjectWithUid

Observable is a stub class defining the methods required for binding. EventDispatcher is (the) one example of a class that implements the binding interface. See EventDispatcher for details.

New in version 1.9.0.

bind(**kwargs)
fbind(name, func, *largs, **kwargs)

See EventDispatcher.fbind().

Note

To keep backward compatibility with derived classes which may have inherited from Observable before, the fbind() method was added. The default implementation of fbind() is to create a partial function that it passes to bind while saving the uid and largs/kwargs. However, funbind() (and unbind_uid()) are fairly inefficient since we have to first lookup this partial function using the largs/kwargs or uid and then call unbind() on the returned function. It is recommended to overwrite these methods in derived classes to bind directly for better performance.

Similarly to EventDispatcher.fbind(), this method returns 0 on failure and a positive unique uid on success. This uid can be used with unbind_uid().

funbind(name, func, *largs, **kwargs)

See fbind() and EventDispatcher.funbind().

unbind(**kwargs)
unbind_uid(name, uid)

See fbind() and EventDispatcher.unbind_uid().

Factory object

The factory can be used to automatically register any class or module and instantiate classes from it anywhere in your project. It is an implementation of the Factory Pattern.

The class list and available modules are automatically generated by setup.py.

Example for registering a class/module:

>>> from kivy.factory import Factory
>>> Factory.register('Widget', module='kivy.uix.widget')
>>> Factory.register('Vector', module='kivy.vector')

Example of using the Factory:

>>> from kivy.factory import Factory
>>> widget = Factory.Widget(pos=(456,456))
>>> vector = Factory.Vector(9, 2)

Example using a class name:

>>> from kivy.factory import Factory
>>> Factory.register('MyWidget', cls=MyWidget)

By default, the first classname you register via the factory is permanent. If you wish to change the registered class, you need to unregister the classname before you re-assign it:

>>> from kivy.factory import Factory
>>> Factory.register('MyWidget', cls=MyWidget)
>>> widget = Factory.MyWidget()
>>> Factory.unregister('MyWidget')
>>> Factory.register('MyWidget', cls=CustomWidget)
>>> customWidget = Factory.MyWidget()
kivy.factory.Factory: FactoryBase = <kivy.factory.FactoryBase object>

Factory instance to use for getting new classes

exception kivy.factory.FactoryException[source]

Bases: Exception

Geometry utilities

This module contains some helper functions for geometric calculations.

kivy.geometry.circumcircle(a, b, c)[source]

Computes the circumcircle of a triangle defined by a, b, c. See: http://en.wikipedia.org/wiki/Circumscribed_circle

Parameters:
a: iterable containing at least 2 values (for x and y)

The 1st point of the triangle.

b: iterable containing at least 2 values (for x and y)

The 2nd point of the triangle.

c: iterable containing at least 2 values (for x and y)

The 3rd point of the triangle.

Return:
A tuple that defines the circle :
  • The first element in the returned tuple is the center as (x, y)

  • The second is the radius (float)

kivy.geometry.minimum_bounding_circle(points)[source]

Returns the minimum bounding circle for a set of points.

For a description of the problem being solved, see the Smallest Circle Problem.

The function uses Applet’s Algorithm, the runtime is O(h^3, *n), where h is the number of points in the convex hull of the set of points. But it runs in linear time in almost all real world cases. See: http://tinyurl.com/6e4n5yb

Parameters:
points: iterable

A list of points (2 tuple with x,y coordinates)

Return:
A tuple that defines the circle:
  • The first element in the returned tuple is the center (x, y)

  • The second the radius (float)

Gesture recognition

This class allows you to easily create new gestures and compare them:

from kivy.gesture import Gesture, GestureDatabase

# Create a gesture
g = Gesture()
g.add_stroke(point_list=[(1,1), (3,4), (2,1)])
g.normalize()

# Add it to the database
gdb = GestureDatabase()
gdb.add_gesture(g)

# And for the next gesture, try to find it!
g2 = Gesture()
# ...
gdb.find(g2)

Warning

You don’t really want to do this: it’s more of an example of how to construct gestures dynamically. Typically, you would need a lot more points, so it’s better to record gestures in a file and reload them to compare later. Look in the examples/gestures directory for an example of how to do that.

class kivy.gesture.Gesture(tolerance=None)[source]

Bases: builtins.object

A python implementation of a gesture recognition algorithm by Oleg Dopertchouk: http://www.gamedev.net/reference/articles/article2039.asp

Implemented by Jeiel Aranal (chemikhazi@gmail.com), released into the public domain.

add_stroke(point_list=None)[source]

Adds a stroke to the gesture and returns the Stroke instance. Optional point_list argument is a list of the mouse points for the stroke.

dot_product(comparison_gesture)[source]

Calculates the dot product of the gesture with another gesture.

get_rigid_rotation(dstpts)[source]

Extract the rotation to apply to a group of points to minimize the distance to a second group of points. The two groups of points are assumed to be centered. This is a simple version that just picks an angle based on the first point of the gesture.

get_score(comparison_gesture, rotation_invariant=True)[source]

Returns the matching score of the gesture against another gesture.

normalize(stroke_samples=32)[source]

Runs the gesture normalization algorithm and calculates the dot product with self.

class kivy.gesture.GestureDatabase[source]

Bases: builtins.object

Class to handle a gesture database.

add_gesture(gesture)[source]

Add a new gesture to the database.

find(gesture, minscore=0.9, rotation_invariant=True)[source]

Find a matching gesture in the database.

gesture_to_str(gesture)[source]

Convert a gesture into a unique string.

str_to_gesture(data)[source]

Convert a unique string to a gesture.

class kivy.gesture.GestureStroke[source]

Bases: builtins.object

Gestures can be made up of multiple strokes.

add_point(x=x_pos, y=y_pos)[source]

Adds a point to the stroke.

center_stroke(offset_x, offset_y)[source]

Centers the stroke by offsetting the points.

normalize_stroke(sample_points=32)[source]

Normalizes strokes so that every stroke has a standard number of points. Returns True if stroke is normalized, False if it can’t be normalized. sample_points controls the resolution of the stroke.

points_distance(point1=GesturePoint, point2=GesturePoint)[source]

Returns the distance between two GesturePoints.

scale_stroke(scale_factor=float)[source]

Scales the stroke down by scale_factor.

stroke_length(point_list=None)[source]

Finds the length of the stroke. If a point list is given, finds the length of that list.

Interactive launcher

New in version 1.3.0.

Deprecated since version 1.10.0: The interactive launcher has been deprecated.

The InteractiveLauncher provides a user-friendly python shell interface to an App so that it can be prototyped and debugged interactively.

Note

The Kivy API intends for some functions to only be run once or before the main EventLoop has started. Methods that can normally be called during the course of an application will work as intended, but specifically overriding methods such as on_touch() dynamically leads to trouble.

Creating an InteractiveLauncher

Take your existing subclass of App (this can be production code) and pass an instance to the InteractiveLauncher constructor.

from kivy.interactive import InteractiveLauncher
from kivy.app import App
from kivy.uix.button import Button

class MyApp(App):
    def build(self):
        return Button(text='Hello Shell')

launcher = InteractiveLauncher(MyApp())
launcher.run()

After pressing enter, the script will return. This allows the interpreter to continue running. Inspection or modification of the App can be done safely through the InteractiveLauncher instance or the provided SafeMembrane class instances.

Note

If you want to test this example, start Python without any file to have already an interpreter, and copy/paste all the lines. You’ll still have the interpreter at the end + the kivy application running.

Interactive Development

IPython provides a fast way to learn the Kivy API. The App instance and all of its attributes, including methods and the entire widget tree, can be quickly listed by using the ‘.’ operator and pressing ‘tab’. Try this code in an Ipython shell.

from kivy.interactive import InteractiveLauncher
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.graphics import Color, Ellipse

class MyPaintWidget(Widget):
    def on_touch_down(self, touch):
        with self.canvas:
            Color(1, 1, 0)
            d = 30.
            Ellipse(pos=(touch.x - d/2, touch.y - d/2), size=(d, d))


class TestApp(App):
    def build(self):
        return Widget()


i = InteractiveLauncher(TestApp())
i.run()
i.       # press 'tab' to list attributes of the app
i.root.  # press 'tab' to list attributes of the root widget

# App is boring. Attach a new widget!
i.root.add_widget(MyPaintWidget())

i.safeIn()
# The application is now blocked.
# Click on the screen several times.
i.safeOut()
# The clicks will show up now

# Erase artwork and start over
i.root.canvas.clear()

Note

All of the proxies used in the module store their referent in the _ref attribute, which can be accessed directly if needed, such as for getting doc strings. help() and type() will access the proxy, not its referent.

Directly Pausing the Application

Both the InteractiveLauncher and SafeMembrane hold internal references to the EventLoop’s ‘safe’ and ‘confirmed’ threading.Event objects. You can use their safing methods to control the application manually.

SafeMembrane.safeIn() will cause the application to pause and SafeMembrane.safeOut() will allow a paused application to continue running. This is potentially useful for scripting actions into functions that need the screen to update etc.

Note

The pausing is implemented via the Clocks' schedule_once() method and occurs before the start of each frame.

Adding Attributes Dynamically

Note

This module uses threading and object proxies to encapsulate the running App. Deadlocks and memory corruption can occur if making direct references inside the thread without going through the provided proxy(s).

The InteractiveLauncher can have attributes added to it exactly like a normal object and if these were created from outside the membrane, they will not be threadsafe because the external references to them in the python interpreter do not go through InteractiveLauncher’s membrane behavior, inherited from SafeMembrane.

To threadsafe these external references, simply assign them to SafeMembrane instances of themselves like so:

from kivy.interactive import SafeMembrane

interactiveLauncher.attribute = myNewObject
# myNewObject is unsafe
myNewObject = SafeMembrane(myNewObject)
# myNewObject is now safe. Call at will.
myNewObject.method()
TODO

Unit tests, examples, and a better explanation of which methods are safe in a running application would be nice. All three would be excellent.

Could be re-written with a context-manager style i.e.

with safe:
    foo()

Any use cases besides compacting code?

class kivy.interactive.InteractiveLauncher(app=None, *args, **kwargs)[source]

Bases: kivy.interactive.SafeMembrane

Proxy to an application instance that launches it in a thread and then returns and acts as a proxy to the application in the thread.

class kivy.interactive.SafeMembrane(ob, *args, **kwargs)[source]

Bases: builtins.object

This help is for a proxy object. Did you want help on the proxy’s referent instead? Try using help(<instance>._ref)

The SafeMembrane is a threadsafe proxy that also returns attributes as new thread-safe objects and makes thread-safe method calls, preventing thread-unsafe objects from leaking into the user’s environment.

safeIn()[source]

Provides a thread-safe entry point for interactive launching.

safeOut()[source]

Provides a thread-safe exit point for interactive launching.

Kivy Base

This module contains the Kivy core functionality and is not intended for end users. Feel free to look through it, but bare in mind that calling any of these methods directly may result in an unpredictable behavior as the calls access directly the event loop of an application.

kivy.base.EventLoop = <kivy.base.EventLoopBase object>

EventLoop instance

class kivy.base.EventLoopBase[source]

Bases: kivy.event.EventDispatcher

Main event loop. This loop handles the updating of input and dispatching events.

add_event_listener(listener)[source]

Add a new event listener for getting touch events.

add_input_provider(provider, auto_remove=False)[source]

Add a new input provider to listen for touch events.

add_postproc_module(mod)[source]

Add a postproc input module (DoubleTap, TripleTap, DeJitter RetainTouch are defaults).

async async_idle()[source]

Identical to idle(), but instead used when running within an async event loop.

close()[source]

Exit from the main loop and stop all configured input providers.

dispatch_input()[source]

Called by EventLoopBase.idle() to read events from input providers, pass events to postproc, and dispatch final events.

ensure_window()[source]

Ensure that we have a window.

exit()[source]

Close the main loop and close the window.

idle()[source]

This function is called after every frame. By default:

  • it “ticks” the clock to the next frame.

  • it reads all input and dispatches events.

  • it dispatches on_update, on_draw and on_flip events to the window.

on_pause()[source]

Event handler for on_pause which will be fired when the event loop is paused.

on_start()[source]

Event handler for on_start which will be fired right after all input providers have been started.

on_stop()[source]

Event handler for on_stop events which will be fired right after all input providers have been stopped.

post_dispatch_input(etype, me)[source]

This function is called by EventLoopBase.dispatch_input() when we want to dispatch an input event. The event is dispatched to all listeners and if grabbed, it’s dispatched to grabbed widgets.

remove_android_splash(*args)[source]

Remove android presplash in SDL2 bootstrap.

remove_event_listener(listener)[source]

Remove an event listener from the list.

remove_input_provider(provider)[source]

Remove an input provider.

Changed in version 2.1.0: Provider will be also removed if it exist in auto-remove list.

remove_postproc_module(mod)[source]

Remove a postproc module.

run()[source]

Main loop

set_window(window)[source]

Set the window used for the event loop.

start()[source]

Must be called before EventLoopBase.run(). This starts all configured input providers.

Changed in version 2.1.0: Method can be called multiple times, but event loop will start only once.

stop()[source]

Stop all input providers and call callbacks registered using EventLoop.add_stop_callback().

Changed in version 2.1.0: Method can be called multiple times, but event loop will stop only once.

property touches

Return the list of all touches currently in down or move states.

class kivy.base.ExceptionHandler[source]

Bases: builtins.object

Base handler that catches exceptions in runTouchApp(). You can subclass and extend it as follows:

class E(ExceptionHandler):
    def handle_exception(self, inst):
        Logger.exception('Exception caught by ExceptionHandler')
        return ExceptionManager.PASS

ExceptionManager.add_handler(E())

Then, all exceptions will be set to PASS, and logged to the console!

handle_exception(exception)[source]

Called by ExceptionManagerBase to handle a exception.

Defaults to returning ExceptionManager.RAISE that re-raises the exception. Return ExceptionManager.PASS to indicate that the exception was handled and should be ignored.

This may be called multiple times with the same exception, if ExceptionManager.RAISE is returned as the exception bubbles through multiple kivy exception handling levels.

kivy.base.ExceptionManager: ExceptionManagerBase = <kivy.base.ExceptionManagerBase object>

The ExceptionManagerBase instance that handles kivy exceptions.

class kivy.base.ExceptionManagerBase[source]

Bases: builtins.object

ExceptionManager manages exceptions handlers.

PASS = 1

The exception should be ignored as it was handled by the handler.

RAISE = 0

The exception should be re-raised.

add_handler(cls)[source]

Add a new exception handler to the stack.

handle_exception(inst)[source]

Called when an exception occurred in the runTouchApp() main loop.

remove_handler(cls)[source]

Remove the exception handler from the stack.

async kivy.base.async_runTouchApp(widget=None, embedded=False, async_lib=None)[source]

Identical to runTouchApp() but instead it is a coroutine that can be run in an existing async event loop.

async_lib is the async library to use. See kivy.app for details and example usage.

New in version 2.0.0.

kivy.base.runTouchApp(widget=None, embedded=False)[source]

Static main function that starts the application loop. You can access some magic via the following arguments:

See kivy.app for example usage.

Parameters:
<empty>

To make dispatching work, you need at least one input listener. If not, application will leave. (MTWindow act as an input listener)

widget

If you pass only a widget, a MTWindow will be created and your widget will be added to the window as the root widget.

embedded

No event dispatching is done. This will be your job.

widget + embedded

No event dispatching is done. This will be your job but we try to get the window (must be created by you beforehand) and add the widget to it. Very useful for embedding Kivy in another toolkit. (like Qt, check kivy-designed)

kivy.base.stopTouchApp()[source]

Stop the current application by leaving the main loop.

See kivy.app for example usage.

Kivy Logging

By default, Kivy provides a logging system based on the standard Python logging module with several additional features designed to be more convenient. These features include:

  • simplied usage (single instance, simple configuration, works by default)

  • color-coded output on supported terminals

  • output to stderr by default

  • message categorization via colon separation

  • access to log history even if logging is disabled

  • built-in handling of various cross-platform considerations

  • any stray output written to sys.stderr is captured, and stored in the log file as a warning.

These features are configurable via the Config file or environment variables - including falling back to only using the standard Python system.

Logger object

The Kivy Logger class provides a singleton logging.logger instance.

As well as the standard logging levels (debug, info, warning, error and critical), an additional trace level is available.

Example Usage

Use the Logger as you would a standard Python logger.

from kivy.logger import Logger

Logger.info('title: This is a info message.')
Logger.debug('title: This is a debug message.')

try:
    raise Exception('bleh')
except Exception:
    Logger.exception('Something happened!')

The message passed to the logger is split into two parts separated by a colon (:). The first part is used as a title and the second part is used as the message. This way, you can “categorize” your messages easily.

Logger.info('Application: This is a test')

# will appear as

[INFO   ] [Application ] This is a test

You can change the logging level at any time using the setLevel method.

from kivy.logger import Logger, LOG_LEVELS

Logger.setLevel(LOG_LEVELS["debug"])

Changed in version 2.2.0.

Interaction with other logging

The Kivy logging system will, by default, present all log messages sent from any logger - e.g. from third-party libraries.

Additional handlers may be added.

Warning

Handlers that output to sys.stderr may cause loops, as stderr output is reported as a warning log message.

Logger Configuration
Kivy Log Mode

At the highest level, Kivy’s logging system is controlled by an environment variable KIVY_LOG_MODE. It may be given any of three values: KIVY, PYTHON, MIXED

KIVY Mode (default)

In KIVY mode, all Kivy handlers are attached to the root logger, so all log messages in the system are output to the Kivy log files and to the console. Any stray output to sys.stderr is logged as a warning.

If you are writing an entire Kivy app from scratch, this is the most convenient mode.

PYTHON Mode

In PYTHON mode, no handlers are added, and sys.stderr output is not captured. It is left to the client to add appropriate handlers. (If none are added, the logging module will output them to stderr.)

Messages logged with Logger will be propagated to the root logger, from a logger named kivy.

If the Kivy app is part of a much larger project which has its own logging regimen, this is the mode that gives most control.

The kivy.logger file contains a number of logging.handler, logging.formatter, and other helper classes to allow users to adopt the features of Kivy logging that they like, including the stderr redirection.

MIXED Mode

In MIXED mode, handlers are added to the Kivy’s Logger object directly, and propagation is turned off. sys.stderr is not redirected.

Messages logged with Kivy’s Logger will appear in the Kivy log file and output to the Console.

However, messages logged with other Python loggers will not be handled by Kivy handlers. The client will need to add their own.

If you like the features of Kivy Logger, but are writing a Kivy app that relies on third-party libraries that don’t use colon-separation of categorise or depend on the display of the logger name, this mode provides a compromise.

Again, the kivy.logger file contains re-usable logging features that can be used to get the best of both systems.

Config Files

In KIVY and MIXED modes, the logger handlers can be controlled via the Kivy configuration file:

[kivy]
log_level = info
log_enable = 1
log_dir = logs
log_name = kivy_%y-%m-%d_%_.txt
log_maxfiles = 100

More information about the allowed values are described in the kivy.config module.

In addition, the environment variables KIVY_NO_FILELOG and KIVY_NO_CONSOLELOG can be used to turn off the installation of the corresponding handlers.

Logger History

Even if the logger is not enabled, you still have access to the last 100 LogRecords:

from kivy.logger import LoggerHistory

print(LoggerHistory.history)
class kivy.logger.ColonSplittingLogRecord(logrecord)[source]

Bases: logging.LogRecord

Clones an existing logRecord, but reformats the message field if it contains a colon.

New in version 2.2.0.

class kivy.logger.ColoredLogRecord(logrecord)[source]

Bases: logging.LogRecord

Clones an existing logRecord, but reformats the levelname to add color, and the message to add bolding (where indicated by $BOLD and $RESET in the message).

New in version 2.2.0.

class kivy.logger.ConsoleHandler(stream=None)[source]

Bases: logging.StreamHandler

Emits records to a stream (by default, stderr).

However, if the msg starts with “stderr:” it is not formatted, but written straight to the stream.

New in version 2.2.0.

filter(record)[source]

Determine if a record is loggable by consulting all the filters.

The default is to allow the record to be logged; any filter can veto this and the record is then dropped. Returns a zero value if a record is to be dropped, else non-zero.

Changed in version 3.2: Allow filters to be just callables.

class kivy.logger.FileHandler(level=0)[source]

Bases: logging.Handler

emit(message)[source]

Do whatever it takes to actually log the specified logging record.

This version is intended to be implemented by subclasses and so raises a NotImplementedError.

purge_logs()[source]

Purge logs which exceed the maximum amount of log files, starting with the oldest creation timestamp (or edit-timestamp on Linux)

class kivy.logger.KivyFormatter(*args, use_color=True, **kwargs)[source]

Bases: logging.Formatter

Split out first field in message marked with a colon, and either apply terminal color codes to the record, or strip out color markup if colored logging is not available.

New in version 2.2.0.

format(record)[source]

Format the specified record as text.

The record’s attribute dictionary is used as the operand to a string formatting operation which yields the returned string. Before formatting the dictionary, a couple of preparatory steps are carried out. The message attribute of the record is computed using LogRecord.getMessage(). If the formatting string uses the time (as determined by a call to usesTime(), formatTime() is called to format the event time. If there is exception information, it is formatted using formatException() and appended to the message.

class kivy.logger.LoggerHistory(level=0)[source]

Bases: logging.Handler

emit(message)[source]

Do whatever it takes to actually log the specified logging record.

This version is intended to be implemented by subclasses and so raises a NotImplementedError.

flush()[source]

Ensure all logging output has been flushed.

This version does nothing and is intended to be implemented by subclasses.

class kivy.logger.ProcessingStream(channel, func)[source]

Bases: builtins.object

Stream-like object that takes each completed line written to it, adds a given prefix, and applies the given function to it.

New in version 2.2.0.

class kivy.logger.UncoloredLogRecord(logrecord)[source]

Bases: logging.LogRecord

Clones an existing logRecord, but reformats the message to remove $BOLD/$RESET markup.

New in version 2.2.0.

kivy.logger.add_kivy_handlers(logger)[source]

Add Kivy-specific handlers to a logger.

New in version 2.2.0.

kivy.logger.is_color_terminal()[source]

Detect whether the environment supports color codes in output.

New in version 2.2.0.

Low level Metrics

Metrics

New in version 1.5.0.

A screen is defined by its physical size, density and resolution. These factors are essential for creating UI’s with correct size everywhere.

In Kivy, all the graphics pipelines work with pixels. But using pixels as a measurement unit is problematic because sizes change according to the screen.

Dimensions

If you want to design your UI for different screen sizes, you will want better measurement units to work with. Kivy provides some more scalable alternatives.

Units:
pt

Points - 1/72 of an inch based on the physical size of the screen. Prefer to use sp instead of pt.

mm

Millimeters - Based on the physical size of the screen.

cm

Centimeters - Based on the physical size of the screen.

in

Inches - Based on the physical size of the screen.

dp

Density-independent Pixels - An abstract unit that is based on the physical density of the screen. With a density of 1, 1dp is equal to 1px. When running on a higher density screen, the number of pixels used to draw 1dp is scaled up a factor appropriate to the screen’s dpi, and the inverse for a lower dpi. The ratio of dp-to-pixels will change with the screen density, but not necessarily in direct proportion. Using the dp unit is a simple solution to making the view dimensions in your layout resize properly for different screen densities. In others words, it provides consistency for the real-world size of your UI across different devices.

sp

Scale-independent Pixels - This is like the dp unit, but it is also scaled by the user’s font size preference. We recommend you use this unit when specifying font sizes, so the font size will be adjusted to both the screen density and the user’s preference.

Examples

Here is an example of creating a label with a sp font_size and setting the height manually with a 10dp margin:

#:kivy 1.5.0
<MyWidget>:
    Label:
        text: 'Hello world'
        font_size: '15sp'
        size_hint_y: None
        height: self.texture_size[1] + dp(10)
Manual control of metrics

The metrics cannot be changed at runtime. Once a value has been converted to pixels, you can’t retrieve the original value anymore. This stems from the fact that the DPI and density of a device cannot be changed at runtime.

We provide some environment variables to control metrics:

  • KIVY_METRICS_DENSITY: if set, this value will be used for density instead of the systems one. On android, the value varies between 0.75, 1, 1.5 and 2.

  • KIVY_METRICS_FONTSCALE: if set, this value will be used for fontscale instead of the systems one. On android, the value varies between 0.8 and 1.2.

  • KIVY_DPI: if set, this value will be used for dpi. Please note that setting the DPI will not impact the dp/sp notation because these are based on the screen density.

For example, if you want to simulate a high-density screen (like the HTC One X):

KIVY_DPI=320 KIVY_METRICS_DENSITY=2 python main.py --size 1280x720

Or a medium-density (like Motorola Droid 2):

KIVY_DPI=240 KIVY_METRICS_DENSITY=1.5 python main.py --size 854x480

You can also simulate an alternative user preference for fontscale as follows:

KIVY_METRICS_FONTSCALE=1.2 python main.py
kivy.metrics.Metrics: MetricsBase = <kivy.metrics.MetricsBase object>

The metrics object storing the window scaling factors.

New in version 1.7.0.

Changed in version 2.1.0: Metrics is now a Context registered variable (like e.g. Clock).

class kivy.metrics.MetricsBase(**kwargs)[source]

Bases: kivy.event.EventDispatcher

Class that contains the default attributes for Metrics. Don’t use this class directly, but use the Metrics instance.

cm: float

The scaling factor that converts from centimeters to pixels.

cm is a AliasProperty containing the factor. E.g in KV: width: self.texture_size[0] + 10 * Metrics.cm will update width when cm changes from a screen configuration change.

density: float

The density of the screen.

This value is 1 by default on desktops but varies on android depending on the screen.

density is a AliasProperty and can be set to change the value. But, the density is reloaded and reset if we got it from the Window and the Window density changed.

dp: float

The scaling factor that converts from density-independent pixels to pixels.

dp is a AliasProperty containing the factor. E.g in KV: width: self.texture_size[0] + 10 * Metrics.dp will update width when dp changes from a screen configuration change.

dpi: float

The DPI of the screen.

Depending on the platform, the DPI can be taken from the Window provider (Desktop mainly) or from a platform-specific module (like android/ios).

dpi is a AliasProperty and can be set to change the value. But, the density is reloaded and reset if we got it from the Window and the Window dpi changed.

dpi_rounded: int

Return the dpi of the screen, rounded to the nearest of 120, 160, 240 or 320.

dpi_rounded is a AliasProperty and updates when dpi changes.

fontscale: float

The fontscale user preference.

This value is 1 by default but can vary between 0.8 and 1.2.

fontscale is a AliasProperty and can be set to change the value.

inch: float

The scaling factor that converts from inches to pixels.

inch is a AliasProperty containing the factor. E.g in KV: width: self.texture_size[0] + 10 * Metrics.inch will update width when inch changes from a screen configuration change.

mm: float

The scaling factor that converts from millimeters to pixels.

mm is a AliasProperty containing the factor. E.g in KV: width: self.texture_size[0] + 10 * Metrics.mm will update width when mm changes from a screen configuration change.

pt: float

The scaling factor that converts from points to pixels.

pt is a AliasProperty containing the factor. E.g in KV: width: self.texture_size[0] + 10 * Metrics.pt will update width when pt changes from a screen configuration change.

reset_dpi(*args)[source]

Resets the dpi (and possibly density) to the platform values, overwriting any manually set values.

reset_metrics()[source]

Resets the dpi/density/fontscale to the platform values, overwriting any manually set values.

sp: float

The scaling factor that converts from scale-independent pixels to pixels.

sp is a AliasProperty containing the factor. E.g in KV: width: self.texture_size[0] + 10 * Metrics.sp will update width when sp changes from a screen configuration change.

kivy.metrics.cm(value) float[source]

Convert from centimeters to pixels

kivy.metrics.dp(value) float[source]

Convert from density-independent pixels to pixels

kivy.metrics.dpi2px(value, unicode ext) float

Converts the value according to the ext.

kivy.metrics.inch(value) float[source]

Convert from inches to pixels

kivy.metrics.mm(value) float[source]

Convert from millimeters to pixels

kivy.metrics.pt(value) float[source]

Convert from points to pixels

kivy.metrics.sp(value) float[source]

Convert from scale-independent pixels to pixels

Multistroke gesture recognizer

New in version 1.9.0.

Warning

This is experimental and subject to change as long as this warning notice is present.

See kivy/examples/demo/multistroke/main.py for a complete application example.

Conceptual Overview

This module implements the Protractor gesture recognition algorithm.

Recognizer is the search/database API similar to GestureDatabase. It maintains a list of MultistrokeGesture objects and allows you to search for a user-input gestures among them.

ProgressTracker tracks the progress of a Recognizer.recognize() call. It can be used to interact with the running recognizer task, for example forcing it to stop half-way, or analyzing results as they arrive.

MultistrokeGesture represents a gesture in the gesture database (Recognizer.db). It is a container for UnistrokeTemplate objects, and implements the heap permute algorithm to automatically generate all possible stroke orders (if desired).

UnistrokeTemplate represents a single stroke path. It’s typically instantiated automatically by MultistrokeGesture, but sometimes you may need to create them manually.

Candidate represents a user-input gesture that is used to search the gesture database for matches. It is normally instantiated automatically by calling Recognizer.recognize().

Usage examples

See kivy/examples/demo/multistroke/main.py for a complete application example.

You can bind to events on Recognizer to track the state of all calls to Recognizer.recognize(). The callback function will receive an instance of ProgressTracker that can be used to analyze and control various aspects of the recognition process

from kivy.vector import Vector
from kivy.multistroke import Recognizer

gdb = Recognizer()

def search_start(gdb, pt):
    print("A search is starting with %d tasks" % (pt.tasks))

def search_stop(gdb, pt):
    # This will call max() on the result dictionary, so it's best to store
    # it instead of calling it 3 times consecutively
    best = pt.best
    print("Search ended (%s). Best is %s (score %f, distance %f)" % (
        pt.status, best['name'], best['score'], best['dist'] ))

# Bind your callbacks to track all matching operations
gdb.bind(on_search_start=search_start)
gdb.bind(on_search_complete=search_stop)

# The format below is referred to as `strokes`, a list of stroke paths.
# Note that each path shown here consists of two points, ie a straight
# line; if you plot them it looks like a T, hence the name.
gdb.add_gesture('T', [
    [Vector(30, 7), Vector(103, 7)],
    [Vector(66, 7), Vector(66, 87)]])

# Now you can search for the 'T' gesture using similar data (user input).
# This will trigger both of the callbacks bound above.
gdb.recognize([
    [Vector(45, 8), Vector(110, 12)],
    [Vector(88, 9), Vector(85, 95)]])

On the next Clock tick, the matching process starts (and, in this case, completes).

To track individual calls to Recognizer.recognize(), use the return value (also a ProgressTracker instance)

# Same as above, but keep track of progress using returned value
progress = gdb.recognize([
    [Vector(45, 8), Vector(110, 12)],
    [Vector(88, 9), Vector(85, 95)]])

progress.bind(on_progress=my_other_callback)
print(progress.progress) # = 0

# [ assuming a kivy.clock.Clock.tick() here ]

print(result.progress) # = 1
Algorithm details

For more information about the matching algorithm, see:

“Protractor: A fast and accurate gesture recognizer” by Yang Li

http://yangl.org/pdf/protractor-chi2010.pdf

“$N-Protractor” by Lisa Anthony and Jacob O. Wobbrock

http://depts.washington.edu/aimgroup/proj/dollar/ndollar-protractor.pdf

Some of the code is derived from the JavaScript implementation here:

http://depts.washington.edu/aimgroup/proj/dollar/ndollar.html

class kivy.multistroke.Candidate(strokes=None, numpoints=16, **kwargs)[source]

Bases: builtins.object

Represents a set of unistroke paths of user input, ie data to be matched against a UnistrokeTemplate object using the Protractor algorithm. By default, data is precomputed to match both rotation bounded and fully invariant UnistrokeTemplate objects.

Arguments:
strokes

See MultistrokeGesture.strokes for format example. The Candidate strokes are simply combined to a unistroke in the order given. The idea is that this will match one of the unistroke permutations in MultistrokeGesture.templates.

numpoints

The Candidate’s default N; this is only for a fallback, it is not normally used since n is driven by the UnistrokeTemplate we are being compared to.

skip_bounded

If True, do not generate/store rotation bounded vectors

skip_invariant

If True, do not generate/store rotation invariant vectors

Note that you WILL get errors if you set a skip-flag and then attempt to retrieve the data.

add_stroke(stroke)[source]

Add a stroke to the candidate; this will invalidate all previously computed vectors

get_angle_similarity(tpl, **kwargs)[source]

(Internal use only) Compute the angle similarity between this Candidate and a UnistrokeTemplate object. Returns a number that represents the angle similarity (lower is more similar).

get_protractor_vector(numpoints, orientation_sens)[source]

(Internal use only) Return vector for comparing to a UnistrokeTemplate with Protractor

get_start_unit_vector(numpoints, orientation_sens)[source]

(Internal use only) Get the start vector for this Candidate, with the path resampled to numpoints points. This is the first step in the matching process. It is compared to a UnistrokeTemplate object’s start vector to determine angle similarity.

prepare(numpoints=None)[source]

Prepare the Candidate vectors. self.strokes is combined to a single unistroke (connected end-to-end), resampled to numpoints points, and then the vectors are calculated and stored in self.db (for use by get_distance and get_angle_similarity)

class kivy.multistroke.MultistrokeGesture(name, strokes=None, **kwargs)[source]

Bases: builtins.object

MultistrokeGesture represents a gesture. It maintains a set of strokes and generates unistroke (ie UnistrokeTemplate) permutations that are used for evaluating candidates against this gesture later.

Arguments:
name

Identifies the name of the gesture - it is returned to you in the results of a Recognizer.recognize() search. You can have any number of MultistrokeGesture objects with the same name; many definitions of one gesture. The same name is given to all the generated unistroke permutations. Required, no default.

strokes

A list of paths that represents the gesture. A path is a list of Vector objects:

gesture = MultistrokeGesture('my_gesture', strokes=[
  [Vector(x1, y1), Vector(x2, y2), ...... ], # stroke 1
  [Vector(), Vector(), Vector(), Vector() ]  # stroke 2
  #, [stroke 3], [stroke 4], ...
])

For template matching purposes, all the strokes are combined to a single list (unistroke). You should still specify the strokes individually, and set stroke_sensitive True (whenever possible).

Once you do this, unistroke permutations are immediately generated and stored in self.templates for later, unless you set the permute flag to False.

priority

Determines when Recognizer.recognize() will attempt to match this template, lower priorities are evaluated first (only if a priority filter is used). You should use lower priority on gestures that are more likely to match. For example, set user templates at lower number than generic templates. Default is 100.

numpoints

Determines the number of points this gesture should be resampled to (for matching purposes). The default is 16.

stroke_sensitive

Determines if the number of strokes (paths) in this gesture is required to be the same in the candidate (user input) gesture during matching. If this is False, candidates will always be evaluated, disregarding the number of strokes. Default is True.

orientation_sensitive

Determines if this gesture is orientation sensitive. If True, aligns the indicative orientation with the one of eight base orientations that requires least rotation. Default is True.

angle_similarity

This is used by the Recognizer.recognize() function when a candidate is evaluated against this gesture. If the angles between them are too far off, the template is considered a non-match. Default is 30.0 (degrees)

permute

If False, do not use Heap Permute algorithm to generate different stroke orders when instantiated. If you set this to False, a single UnistrokeTemplate built from strokes is used.

add_stroke(stroke, permute=False)[source]

Add a stroke to the self.strokes list. If permute is True, the permute() method is called to generate new unistroke templates

get_distance(cand, tpl, numpoints=None)[source]

Compute the distance from this Candidate to a UnistrokeTemplate. Returns the Cosine distance between the stroke paths.

numpoints will prepare both the UnistrokeTemplate and Candidate path to n points (when necessary), you probably don’t want to do this.

match_candidate(cand, **kwargs)[source]

Match a given candidate against this MultistrokeGesture object. Will test against all templates and report results as a list of four items:

index 0

Best matching template’s index (in self.templates)

index 1

Computed distance from the template to the candidate path

index 2

List of distances for all templates. The list index corresponds to a UnistrokeTemplate index in self.templates.

index 3

Counter for the number of performed matching operations, ie templates matched against the candidate

permute()[source]

Generate all possible unistroke permutations from self.strokes and save the resulting list of UnistrokeTemplate objects in self.templates.

Quote from http://faculty.washington.edu/wobbrock/pubs/gi-10.2.pdf

We use Heap Permute [16] (p. 179) to generate all stroke orders
in a multistroke gesture. Then, to generate stroke directions for
each order, we treat each component stroke as a dichotomous
[0,1] variable. There are 2^N combinations for N strokes, so we
convert the decimal values 0 to 2^N-1, inclusive, to binary
representations and regard each bit as indicating forward (0) or
reverse (1). This algorithm is often used to generate truth tables
in propositional logic.

See section 4.1: “$N Algorithm” of the linked paper for details.

Warning

Using heap permute for gestures with more than 3 strokes can result in very large number of templates (a 9-stroke gesture = 38 million templates). If you are dealing with these types of gestures, you should manually compose all the desired stroke orders.

class kivy.multistroke.ProgressTracker(candidate, tasks, **kwargs)[source]

Bases: kivy.event.EventDispatcher

Represents an ongoing (or completed) search operation. Instantiated and returned by the Recognizer.recognize() method when it is called. The results attribute is a dictionary that is updated as the recognition operation progresses.

Note

You do not need to instantiate this class.

Arguments:
candidate

Candidate object to be evaluated

tasks

Total number of gestures in tasklist (to test against)

Events:
on_progress

Fired for every gesture that is processed

on_result

Fired when a new result is added, and it is the first match for the name so far, or a consecutive match with better score.

on_complete

Fired when the search is completed, for whatever reason. (use ProgressTracker.status to find out)

Attributes:
results

A dictionary of all results (so far). The key is the name of the gesture (ie UnistrokeTemplate.name usually inherited from MultistrokeGesture). Each item in the dictionary is a dict with the following entries:

name

Name of the matched template (redundant)

score

Computed score from 1.0 (perfect match) to 0.0

dist

Cosine distance from candidate to template (low=closer)

gesture

The MultistrokeGesture object that was matched

best_template

Index of the best matching template (in MultistrokeGesture.templates)

template_results

List of distances for all templates. The list index corresponds to a UnistrokeTemplate index in gesture.templates.

status
search

Currently working

stop

Was stopped by the user (stop() called)

timeout

A timeout occurred (specified as timeout= to recognize())

goodscore

The search was stopped early because a gesture with a high enough score was found (specified as goodscore= to recognize())

complete

The search is complete (all gestures matching filters were tested)

property best

Return the best match found by recognize() so far. It returns a dictionary with three keys, ‘name’, ‘dist’ and ‘score’ representing the template’s name, distance (from candidate path) and the computed score value. This is a Python property.

property progress

Returns the progress as a float, 0 is 0% done, 1 is 100%. This is a Python property.

stop()[source]

Raises a stop flag that is checked by the search process. It will be stopped on the next clock tick (if it is still running).

class kivy.multistroke.Recognizer(**kwargs)[source]

Bases: kivy.event.EventDispatcher

Recognizer provides a gesture database with matching facilities.

Events:
on_search_start

Fired when a new search is started using this Recognizer.

on_search_complete

Fired when a running search ends, for whatever reason. (use ProgressTracker.status to find out)

Properties:
db

A ListProperty that contains the available MultistrokeGesture objects.

db is a ListProperty and defaults to []

add_gesture(name, strokes, **kwargs)[source]

Add a new gesture to the database. This will instantiate a new MultistrokeGesture with strokes and append it to self.db.

Note

If you already have instantiated a MultistrokeGesture object and wish to add it, append it to Recognizer.db manually.

export_gesture(filename=None, **kwargs)[source]

Export a list of MultistrokeGesture objects. Outputs a base64-encoded string that can be decoded to a Python list with the parse_gesture() function or imported directly to self.db using Recognizer.import_gesture(). If filename is specified, the output is written to disk, otherwise returned.

This method accepts optional Recognizer.filter() arguments.

filter(**kwargs)[source]

filter() returns a subset of objects in self.db, according to given criteria. This is used by many other methods of the Recognizer; the arguments below can for example be used when calling Recognizer.recognize() or Recognizer.export_gesture(). You normally don’t need to call this directly.

Arguments:
name

Limits the returned list to gestures where MultistrokeGesture.name matches given regular expression(s). If re.match(name, MultistrokeGesture.name) tests true, the gesture is included in the returned list. Can be a string or an array of strings

gdb = Recognizer()

# Will match all names that start with a capital N
# (ie Next, New, N, Nebraska etc, but not "n" or "next")
gdb.filter(name='N')

# exactly 'N'
gdb.filter(name='N$')

# Nebraska, teletubbies, France, fraggle, N, n, etc
gdb.filter(name=['[Nn]', '(?i)T', '(?i)F'])
priority

Limits the returned list to gestures with certain MultistrokeGesture.priority values. If specified as an integer, only gestures with a lower priority are returned. If specified as a list (min/max)

# Max priority 50
gdb.filter(priority=50)

# Max priority 50 (same result as above)
gdb.filter(priority=[0, 50])

# Min priority 50, max 100
gdb.filter(priority=[50, 100])

When this option is used, Recognizer.db is automatically sorted according to priority, incurring extra cost. You can use force_priority_sort to override this behavior if your gestures are already sorted according to priority.

orientation_sensitive

Limits the returned list to gestures that are orientation sensitive (True), gestures that are not orientation sensitive (False) or None (ignore template sensitivity, this is the default).

numstrokes

Limits the returned list to gestures that have the specified number of strokes (in MultistrokeGesture.strokes). Can be a single integer or a list of integers.

numpoints

Limits the returned list to gestures that have specific MultistrokeGesture.numpoints values. This is provided for flexibility, do not use it unless you understand what it does. Can be a single integer or a list of integers.

force_priority_sort

Can be used to override the default sort behavior. Normally MultistrokeGesture objects are returned in priority order if the priority option is used. Setting this to True will return gestures sorted in priority order, False will return in the order gestures were added. None means decide automatically (the default).

Note

For improved performance, you can load your gesture database in priority order and set this to False when calling Recognizer.recognize()

db

Can be set if you want to filter a different list of objects than Recognizer.db. You probably don’t want to do this; it is used internally by import_gesture().

import_gesture(data=None, filename=None, **kwargs)[source]

Import a list of gestures as formatted by export_gesture(). One of data or filename must be specified.

This method accepts optional Recognizer.filter() arguments, if none are specified then all gestures in specified data are imported.

parse_gesture(data)[source]

Parse data formatted by export_gesture(). Returns a list of MultistrokeGesture objects. This is used internally by import_gesture(), you normally don’t need to call this directly.

prepare_templates(**kwargs)[source]

This method is used to prepare UnistrokeTemplate objects within the gestures in self.db. This is useful if you want to minimize punishment of lazy resampling by preparing all vectors in advance. If you do this before a call to Recognizer.export_gesture(), you will have the vectors computed when you load the data later.

This method accepts optional Recognizer.filter() arguments.

force_numpoints, if specified, will prepare all templates to the given number of points (instead of each template’s preferred n; ie UnistrokeTemplate.numpoints). You normally don’t want to do this.

recognize(strokes, goodscore=None, timeout=0, delay=0, **kwargs)[source]

Search for gestures matching strokes. Returns a ProgressTracker instance.

This method accepts optional Recognizer.filter() arguments.

Arguments:
strokes

A list of stroke paths (list of lists of Vector objects) that will be matched against gestures in the database. Can also be a Candidate instance.

Warning

If you manually supply a Candidate that has a skip-flag, make sure that the correct filter arguments are set. Otherwise the system will attempt to load vectors that have not been computed. For example, if you set skip_bounded and do not set orientation_sensitive to False, it will raise an exception if an orientation_sensitive UnistrokeTemplate is encountered.

goodscore

If this is set (between 0.0 - 1.0) and a gesture score is equal to or higher than the specified value, the search is immediately halted and the on_search_complete event is fired (+ the on_complete event of the associated ProgressTracker instance). Default is None (disabled).

timeout

Specifies a timeout (in seconds) for when the search is aborted and the results returned. This option applies only when max_gpf is not 0. Default value is 0, meaning all gestures in the database will be tested, no matter how long it takes.

max_gpf

Specifies the maximum number of MultistrokeGesture objects that can be processed per frame. When exceeded, will cause the search to halt and resume work in the next frame. Setting to 0 will complete the search immediately (and block the UI).

Warning

This does not limit the number of UnistrokeTemplate objects matched! If a single gesture has a million templates, they will all be processed in a single frame with max_gpf=1!

delay

Sets an optional delay between each run of the recognizer loop. Normally, a run is scheduled for the next frame until the tasklist is exhausted. If you set this, there will be an additional delay between each run (specified in seconds). Default is 0, resume in the next frame.

force_numpoints

forces all templates (and candidate) to be prepared to a certain number of points. This can be useful for example if you are evaluating templates for optimal n (do not use this unless you understand what it does).

transfer_gesture(tgt, **kwargs)[source]

Transfers MultistrokeGesture objects from Recognizer.db to another Recognizer instance tgt.

This method accepts optional Recognizer.filter() arguments.

class kivy.multistroke.UnistrokeTemplate(name, points=None, **kwargs)[source]

Bases: builtins.object

Represents a (uni)stroke path as a list of Vectors. Normally, this class is instantiated by MultistrokeGesture and not by the programmer directly. However, it is possible to manually compose UnistrokeTemplate objects.

Arguments:
name

Identifies the name of the gesture. This is normally inherited from the parent MultistrokeGesture object when a template is generated.

points

A list of points that represents a unistroke path. This is normally one of the possible stroke order permutations from a MultistrokeGesture.

numpoints

The number of points this template should (ideally) be resampled to before the matching process. The default is 16, but you can use a template-specific settings if that improves results.

orientation_sensitive

Determines if this template is orientation sensitive (True) or fully rotation invariant (False). The default is True.

Note

You will get an exception if you set a skip-flag and then attempt to retrieve those vectors.

add_point(p)[source]

Add a point to the unistroke/path. This invalidates all previously computed vectors.

prepare(numpoints=None)[source]

This function prepares the UnistrokeTemplate for matching given a target number of points (for resample). 16 is optimal.

Parser utilities

Helper functions used for CSS parsing.

kivy.parser.parse_bool(text)[source]

Parse a string to a boolean, ignoring case. “true”/”1” is True, “false”/”0” is False. Anything else throws an exception.

kivy.parser.parse_color(text)[source]

Parse a string to a kivy color. Supported formats:

  • rgb(r, g, b)

  • rgba(r, g, b, a)

  • rgb

  • rgba

  • rrggbb

  • rrggbbaa

For hexadecimal values, you case also use:

  • #rgb

  • #rgba

  • #rrggbb

  • #rrggbbaa

kivy.parser.parse_filename(filename)[source]

Parse a filename and search for it using resource_find(). If found, the resource path is returned, otherwise return the unmodified filename (as specified by the caller).

kivy.parser.parse_float

alias of float

kivy.parser.parse_float4(text)[source]

Parse a string to a list of exactly 4 floats.

>>> parse_float4('54 87. 35 0')
54, 87., 35, 0
kivy.parser.parse_int

alias of int

kivy.parser.parse_int2(text)[source]

Parse a string to a list of exactly 2 integers.

>>> print(parse_int2("12 54"))
12, 54
kivy.parser.parse_string(text)[source]

Parse a string to a string (removing single and double quotes).

Properties

The Properties classes are used when you create an EventDispatcher.

Warning

Kivy’s Properties are not to be confused with Python’s properties (i.e. the @property decorator and the <property> type).

Kivy’s property classes support:

Value Checking / Validation

When you assign a new value to a property, the value is checked against validation constraints. For example, validation for an OptionProperty will make sure that the value is in a predefined list of possibilities. Validation for a NumericProperty will check that your value is a numeric type. This prevents many errors early on.

Observer Pattern

You can specify what should happen when a property’s value changes. You can bind your own function as a callback to changes of a Property. If, for example, you want a piece of code to be called when a widget’s pos property changes, you can bind a function to it.

Better Memory Management

The same instance of a property is shared across multiple widget instances.

Comparison Python vs. Kivy
Basic example

Let’s compare Python and Kivy properties by creating a Python class with ‘a’ as a float property:

class MyClass(object):
    def __init__(self, a=1.0):
        super(MyClass, self).__init__()
        self.a = a

With Kivy, you can do:

class MyClass(EventDispatcher):
    a = NumericProperty(1.0)
Depth being tracked

Only the “top level” of a nested object is being tracked. For example:

my_list_prop = ListProperty([1, {'hi': 0}])
# Changing a top level element will trigger all `on_my_list_prop` callbacks
my_list_prop[0] = 4
# Changing a deeper element will be ignored by all `on_my_list_prop` callbacks
my_list_prop[1]['hi'] = 4

The same holds true for all container-type kivy properties.

Value checking

If you wanted to add a check for a minimum / maximum value allowed for a property, here is a possible implementation in Python:

class MyClass(object):
    def __init__(self, a=1):
        super(MyClass, self).__init__()
        self.a_min = 0
        self.a_max = 100
        self.a = a

    def _get_a(self):
        return self._a
    def _set_a(self, value):
        if value < self.a_min or value > self.a_max:
            raise ValueError('a out of bounds')
        self._a = value
    a = property(_get_a, _set_a)

The disadvantage is you have to do that work yourself. And it becomes laborious and complex if you have many properties. With Kivy, you can simplify the process:

class MyClass(EventDispatcher):
    a = BoundedNumericProperty(1, min=0, max=100)

That’s all!

Error Handling

If setting a value would otherwise raise a ValueError, you have two options to handle the error gracefully within the property. The first option is to use an errorvalue parameter. An errorvalue is a substitute for the invalid value:

# simply returns 0 if the value exceeds the bounds
bnp = BoundedNumericProperty(0, min=-500, max=500, errorvalue=0)

The second option in to use an errorhandler parameter. An errorhandler is a callable (single argument function or lambda) which can return a valid substitute:

# returns the boundary value when exceeded
bnp = BoundedNumericProperty(0, min=-500, max=500,
    errorhandler=lambda x: 500 if x > 500 else -500)
Keyword arguments and __init__()

When working with inheritance, namely with the __init__() of an object that inherits from EventDispatcher e.g. a Widget, the properties protect you from a Python 3 object error. This error occurs when passing kwargs to the object instance through a super() call:

class MyClass(EventDispatcher):
    def __init__(self, **kwargs):
        super(MyClass, self).__init__(**kwargs)
        self.my_string = kwargs.get('my_string')

print(MyClass(my_string='value').my_string)

While this error is silenced in Python 2, it will stop the application in Python 3 with:

TypeError: object.__init__() takes no parameters

Logically, to fix that you’d either put my_string directly in the __init__() definition as a required argument or as an optional keyword argument with a default value i.e.:

class MyClass(EventDispatcher):
    def __init__(self, my_string, **kwargs):
        super(MyClass, self).__init__(**kwargs)
        self.my_string = my_string

or:

class MyClass(EventDispatcher):
    def __init__(self, my_string='default', **kwargs):
        super(MyClass, self).__init__(**kwargs)
        self.my_string = my_string

Alternatively, you could pop the key-value pair from the kwargs dictionary before calling super():

class MyClass(EventDispatcher):
    def __init__(self, **kwargs):
        self.my_string = kwargs.pop('my_string')
        super(MyClass, self).__init__(**kwargs)

Kivy properties are more flexible and do the required kwargs.pop() in the background automatically (within the super() call to EventDispatcher) to prevent this distraction:

class MyClass(EventDispatcher):
    my_string = StringProperty('default')
    def __init__(self, **kwargs):
        super(MyClass, self).__init__(**kwargs)

print(MyClass(my_string='value').my_string)
Conclusion

Kivy properties are easier to use than the standard ones. See the next chapter for examples of how to use them :)

Observe Property changes

As we said in the beginning, Kivy’s Properties implement the Observer pattern. That means you can bind() to a property and have your own function called when the value changes.

There are multiple ways to observe the changes.

Observe using bind()

You can observe a property change by using the bind() method outside of the class:

class MyClass(EventDispatcher):
    a = NumericProperty(1)

def callback(instance, value):
    print('My callback is call from', instance)
    print('and the a value changed to', value)

ins = MyClass()
ins.bind(a=callback)

# At this point, any change to the a property will call your callback.
ins.a = 5    # callback called
ins.a = 5    # callback not called, because the value did not change
ins.a = -1   # callback called

Note

Property objects live at the class level and manage the values attached to instances. Re-assigning at class level will remove the Property. For example, continuing with the code above, MyClass.a = 5 replaces the property object with a simple int.

Observe using ‘on_<propname>’

If you defined the class yourself, you can use the ‘on_<propname>’ callback:

class MyClass(EventDispatcher):
    a = NumericProperty(1)

    def on_a(self, instance, value):
        print('My property a changed to', value)

Warning

Be careful with ‘on_<propname>’. If you are creating such a callback on a property you are inheriting, you must not forget to call the superclass function too.

Binding to properties of properties.

When binding to a property of a property, for example binding to a numeric property of an object saved in a object property, updating the object property to point to a new object will not re-bind the numeric property to the new object. For example:

<MyWidget>:
    Label:
        id: first
        text: 'First label'
    Label:
        id: second
        text: 'Second label'
    Button:
        label: first
        text: self.label.text
        on_press: self.label = second

When clicking on the button, although the label object property has changed to the second widget, the button text will not change because it is bound to the text property of the first label directly.

In 1.9.0, the rebind option has been introduced that will allow the automatic updating of the text when label is changed, provided it was enabled. See ObjectProperty.

class kivy.properties.AliasProperty(getter, setter=None, rebind=False, watch_before_use=True, **kwargs)

Bases: kivy.properties.Property

If you don’t find a Property class that fits to your needs, you can make your own by creating custom Python getter and setter methods.

Example from kivy/uix/widget.py where x and width are instances of NumericProperty:

def get_right(self):
    return self.x + self.width
def set_right(self, value):
    self.x = value - self.width
right = AliasProperty(get_right, set_right, bind=['x', 'width'])

If x were a non Kivy property then you have to return True from setter to dispatch new value of right:

def set_right(self, value):
    self.x = value - self.width
    return True

Usually bind list should contain all Kivy properties used in getter method. If you return True it will cause a dispatch which one should do when the property value has changed, but keep in mind that the property could already have dispatched the changed value if a kivy property the alias property is bound was set in the setter, causing a second dispatch if the setter returns True.

If you want to cache the value returned by getter then pass cache=True. This way getter will only be called if new value is set or one of the binded properties changes. In both cases new value of alias property will be cached again.

To make property readonly pass None as setter. This way AttributeError will be raised on every set attempt:

right = AliasProperty(get_right, None, bind=['x', 'width'], cache=True)
Parameters:
getter: function

Function to use as a property getter.

setter: function

Function to use as a property setter. Callbacks bound to the alias property won’t be called when the property is set (e.g. right = 10), unless the setter returns True.

bind: list/tuple

Properties to observe for changes as property name strings. Changing values of this properties will dispatch value of the alias property.

cache: boolean

If True, the value will be cached until one of the binded elements changes or if setter returns True.

rebind: bool, defaults to False

See ObjectProperty for details.

watch_before_use: bool, defaults to True

Whether the bind properties are tracked (bound) before this property is used in any way.

By default, the getter is called if the bind properties update or if the property value (unless cached) is read. As an optimization to speed up widget creation, when watch_before_use is False, we only track the bound properties once this property is used in any way (i.e. it is bound, it was set/read, etc).

The property value read/set/bound will be correct as expected in both cases. The difference is only that when False, any side effects from the getter would not occur until this property is interacted with in any way because the getter won’t be called early.

Changed in version 1.9.0: rebind has been introduced.

Changed in version 1.4.0: Parameter cache added.

get(EventDispatcher obj)
rebind

rebind: ‘int’

set(EventDispatcher obj, value)
trigger_change(EventDispatcher obj, value)
class kivy.properties.BooleanProperty(defaultvalue=True, **kw)

Bases: kivy.properties.Property

Parameters:
defaultvalue: boolean

Specifies the default value of the property.

class kivy.properties.BoundedNumericProperty(*largs, **kw)

Bases: kivy.properties.Property

maximum bound – within a numeric range.

Parameters:
default: numeric

Specifies the default value of the property.

**kwargs: a list of keyword arguments

If a min parameter is included, this specifies the minimum numeric value that will be accepted. If a max parameter is included, this specifies the maximum numeric value that will be accepted.

bounds

Return min/max of the value.

New in version 1.0.9.

get_max(EventDispatcher obj)

Return the maximum value acceptable for the BoundedNumericProperty in obj. Return None if no maximum value is set. Check get_min for a usage example.

New in version 1.1.0.

get_min(EventDispatcher obj)

Return the minimum value acceptable for the BoundedNumericProperty in obj. Return None if no minimum value is set:

class MyWidget(Widget):
    number = BoundedNumericProperty(0, min=-5, max=5)

widget = MyWidget()
print(widget.property('number').get_min(widget))
# will output -5

New in version 1.1.0.

set_max(EventDispatcher obj, value)

Change the maximum value acceptable for the BoundedNumericProperty, only for the obj instance. Set to None if you want to disable it. Check set_min for a usage example.

Warning

Changing the bounds doesn’t revalidate the current value.

New in version 1.1.0.

set_min(EventDispatcher obj, value)

Change the minimum value acceptable for the BoundedNumericProperty, only for the obj instance. Set to None if you want to disable it:

class MyWidget(Widget):
    number = BoundedNumericProperty(0, min=-5, max=5)

widget = MyWidget()
# change the minimum to -10
widget.property('number').set_min(widget, -10)
# or disable the minimum check
widget.property('number').set_min(widget, None)

Warning

Changing the bounds doesn’t revalidate the current value.

New in version 1.1.0.

class kivy.properties.ColorProperty(defaultvalue=0, **kw)

Bases: kivy.properties.Property

  • a collection of 3 or 4 float values between 0-1 (kivy default)

  • a string in the format #rrggbb or #rrggbbaa

  • a string representing color name (eg. ‘red’, ‘yellow’, ‘green’)

Object colormap is used to retrieve color from color name and names definitions can be found at this link. Color can be assigned in different formats, but it will be returned as ObservableList of 4 float elements with values between 0-1.

Parameters:
defaultvalue: list or string, defaults to [1.0, 1.0, 1.0, 1.0]

Specifies the default value of the property.

New in version 1.10.0.

Changed in version 2.0.0: Color value will be dispatched when set through indexing or slicing, but when setting with slice you must ensure that slice has 4 components with float values between 0-1. Assingning color name as value is now supported. Value None is allowed as default value for property.

class kivy.properties.ConfigParserProperty(defaultvalue, section, key, config, **kw)

Bases: kivy.properties.Property

of a ConfigParser as well as to bind the ConfigParser values to other properties.

A ConfigParser is composed of sections, where each section has a number of keys and values associated with these keys. ConfigParserProperty lets you automatically listen to and change the values of specified keys based on other kivy properties.

For example, say we want to have a TextInput automatically write its value, represented as an int, in the info section of a ConfigParser. Also, the textinputs should update its values from the ConfigParser’s fields. Finally, their values should be displayed in a label. In py:

class Info(Label):

    number = ConfigParserProperty(0, 'info', 'number', 'example',
                                  val_type=int, errorvalue=41)

    def __init__(self, **kw):
        super(Info, self).__init__(**kw)
        config = ConfigParser(name='example')

The above code creates a property that is connected to the number key in the info section of the ConfigParser named example. Initially, this ConfigParser doesn’t exist. Then, in __init__, a ConfigParser is created with name example, which is then automatically linked with this property. then in kv:

BoxLayout:
    TextInput:
        id: number
        text: str(info.number)
    Info:
        id: info
        number: number.text
        text: 'Number: {}'.format(self.number)

You’ll notice that we have to do text: str(info.number), this is because the value of this property is always an int, because we specified int as the val_type. However, we can assign anything to the property, e.g. number: number.text which assigns a string, because it is instantly converted with the val_type callback.

Note

If a file has been opened for this ConfigParser using read(), then write() will be called every property change, keeping the file updated.

Warning

It is recommend that the config parser object be assigned to the property after the kv tree has been constructed (e.g. schedule on next frame from init). This is because the kv tree and its properties, when constructed, are evaluated on its own order, therefore, any initial values in the parser might be overwritten by objects it’s bound to. So in the example above, the TextInput might be initially empty, and if number: number.text is evaluated before text: str(info.number), the config value will be overwritten with the (empty) text value.

Parameters:
default: object type

Specifies the default value for the key. If the parser associated with this property doesn’t have this section or key, it’ll be created with the current value, which is the default value initially.

section: string type

The section in the ConfigParser where the key / value will be written. Must be provided. If the section doesn’t exist, it’ll be created.

key: string type

The key in section section where the value will be written to. Must be provided. If the key doesn’t exist, it’ll be created and the current value written to it, otherwise its value will be used.

config: string or ConfigParser instance.

The ConfigParser instance to associate with this property if not None. If it’s a string, the ConfigParser instance whose name is the value of config will be used. If no such parser exists yet, whenever a ConfigParser with this name is created, it will automatically be linked to this property.

Whenever a ConfigParser becomes linked with a property, if the section or key doesn’t exist, the current property value will be used to create that key, otherwise, the existing key value will be used for the property value; overwriting its current value. You can change the ConfigParser associated with this property if a string was used here, by changing the name of an existing or new ConfigParser instance. Or through set_config().

**kwargs: a list of keyword arguments
val_type: a callable object

The key values are saved in the ConfigParser as strings. When the ConfigParser value is read internally and assigned to the property or when the user changes the property value directly, if val_type is not None, it will be called with the new value as input and it should return the value converted to the proper type accepted ny this property. For example, if the property represent ints, val_type can simply be int.

If the val_type callback raises a ValueError, errorvalue or errorhandler will be used if provided. Tip: the getboolean function of the ConfigParser might also be useful here to convert to a boolean type.

verify: a callable object

Can be used to restrict the allowable values of the property. For every value assigned to the property, if this is specified, verify is called with the new value, and if it returns True the value is accepted, otherwise, errorvalue or errorhandler will be used if provided or a ValueError is raised.

New in version 1.9.0.

set(EventDispatcher obj, value)
set_config(config)

Sets the ConfigParser object to be used by this property. Normally, the ConfigParser is set when initializing the Property using the config parameter.

Parameters:
config: A ConfigParser instance.

The instance to use for listening to and saving property value changes. If None, it disconnects the currently used ConfigParser.

class MyWidget(Widget):
    username = ConfigParserProperty('', 'info', 'name', None)

widget = MyWidget()
widget.property('username').set_config(ConfigParser())
class kivy.properties.DictProperty(defaultvalue=0, rebind=False, **kw)

Bases: kivy.properties.Property

Parameters:
defaultvalue: dict, defaults to {}

Specifies the default value of the property.

rebind: bool, defaults to False

See ObjectProperty for details.

Changed in version 1.9.0: rebind has been introduced.

Warning

Similar to ListProperty, when assigning a dict to a DictProperty, the dict stored in the property is a shallow copy of the dict and not the original dict. See ListProperty for details.

rebind

rebind: ‘int’

set(EventDispatcher obj, value)
class kivy.properties.ListProperty(defaultvalue=0, **kw)

Bases: kivy.properties.Property

Parameters:
defaultvalue: list, defaults to []

Specifies the default value of the property.

Warning

When assigning a list to a ListProperty, the list stored in the property is a shallow copy of the list and not the original list. This can be demonstrated with the following example:

>>> class MyWidget(Widget):
>>>     my_list = ListProperty([])

>>> widget = MyWidget()
>>> my_list = [1, 5, {'hi': 'hello'}]
>>> widget.my_list = my_list
>>> print(my_list is widget.my_list)
False
>>> my_list.append(10)
>>> print(my_list, widget.my_list)
[1, 5, {'hi': 'hello'}, 10] [1, 5, {'hi': 'hello'}]

However, changes to nested levels will affect the property as well, since the property uses a shallow copy of my_list.

>>> my_list[2]['hi'] = 'bye'
>>> print(my_list, widget.my_list)
[1, 5, {'hi': 'bye'}, 10] [1, 5, {'hi': 'bye'}]
set(EventDispatcher obj, value)
class kivy.properties.NumericProperty(defaultvalue=0, **kw)

Bases: kivy.properties.Property

It only accepts the int or float numeric data type or a string that can be converted to a number as shown below. For other numeric types use ObjectProperty or use errorhandler to convert it to an int/float.

It does not support numpy numbers so they must be manually converted to int/float. E.g. widget.num = np.arange(4)[0] will raise an exception. Numpy arrays are not supported at all, even by ObjectProperty because their comparison does not return a bool. But if you must use a Kivy property, use a ObjectProperty with comparator set to np.array_equal. E.g.:

>>> class A(EventDispatcher):
...     data = ObjectProperty(comparator=np.array_equal)
>>> a = A()
>>> a.bind(data=print)
>>> a.data = np.arange(2)
<__main__.A object at 0x000001C839B50208> [0 1]
>>> a.data = np.arange(3)
<__main__.A object at 0x000001C839B50208> [0 1 2]
Parameters:
defaultvalue: int or float, defaults to 0

Specifies the default value of the property.

>>> wid = Widget()
>>> wid.x = 42
>>> print(wid.x)
42
>>> wid.x = "plop"
 Traceback (most recent call last):
   File "<stdin>", line 1, in <module>
   File "properties.pyx", line 93, in kivy.properties.Property.__set__
   File "properties.pyx", line 111, in kivy.properties.Property.set
   File "properties.pyx", line 159, in kivy.properties.NumericProperty.check
 ValueError: NumericProperty accept only int/float

Changed in version 1.4.1: NumericProperty can now accept custom text and tuple value to indicate a type, like “in”, “pt”, “px”, “cm”, “mm”, in the format: ‘10pt’ or (10, ‘pt’).

get_format(EventDispatcher obj)

Return the format used for Numeric calculation. Default is px (mean the value have not been changed at all). Otherwise, it can be one of ‘in’, ‘pt’, ‘cm’, ‘mm’.

class kivy.properties.ObjectProperty(defaultvalue=None, rebind=False, **kw)

Bases: kivy.properties.Property

Parameters:
defaultvalue: object type

Specifies the default value of the property.

rebind: bool, defaults to False

Whether kv rules using this object as an intermediate attribute in a kv rule, will update the bound property when this object changes.

That is the standard behavior is that if there’s a kv rule text: self.a.b.c.d, where a, b, and c are properties with rebind False and d is a StringProperty. Then when the rule is applied, text becomes bound only to d. If a, b, or c change, text still remains bound to d. Furthermore, if any of them were None when the rule was initially evaluated, e.g. b was None; then text is bound to b and will not become bound to d even when b is changed to not be None.

By setting rebind to True, however, the rule will be re-evaluated and all the properties rebound when that intermediate property changes. E.g. in the example above, whenever b changes or becomes not None if it was None before, text is evaluated again and becomes rebound to d. The overall result is that text is now bound to all the properties among a, b, or c that have rebind set to True.

**kwargs: a list of keyword arguments
baseclass

If kwargs includes a baseclass argument, this value will be used for validation: isinstance(value, kwargs[‘baseclass’]).

Warning

To mark the property as changed, you must reassign a new python object.

Changed in version 1.9.0: rebind has been introduced.

Changed in version 1.7.0: baseclass parameter added.

rebind

rebind: ‘int’

class kivy.properties.OptionProperty(*largs, **kw)

Bases: kivy.properties.Property

options.

If the string set in the property is not in the list of valid options (passed at property creation time), a ValueError exception will be raised.

Parameters:
default: any valid type in the list of options

Specifies the default value of the property.

**kwargs: a list of keyword arguments

Should include an options parameter specifying a list (not tuple) of valid options.

For example:

class MyWidget(Widget):
    state = OptionProperty("None", options=["On", "Off", "None"])
options

Return the options available.

New in version 1.0.9.

class kivy.properties.Property(defaultvalue, **kw)

Bases: builtins.object

This class handles all the basic setters and getters, None type handling, the observer list and storage initialisation. This class should not be directly instantiated.

By default, a Property always takes a default value:

class MyObject(Widget):

    hello = Property('Hello world')

The default value must be a value that agrees with the Property type. For example, you can’t set a list to a StringProperty because the StringProperty will check the default value.

None is a special case: you can set the default value of a Property to None, but you can’t set None to a property afterward. If you really want to do that, you must declare the Property with allownone=True:

class MyObject(Widget):

    hello = ObjectProperty(None, allownone=True)

# then later
a = MyObject()
a.hello = 'bleh' # working
a.hello = None # working too, because allownone is True.
Parameters:
default:

Specifies the default value for the property.

**kwargs:

If the parameters include errorhandler, this should be a callable which must take a single argument and return a valid substitute value.

If the parameters include errorvalue, this should be an object. If set, it will replace an invalid property value (overrides errorhandler).

If the parameters include force_dispatch, it should be a boolean. If True, no value comparison will be done, so the property event will be dispatched even if the new value matches the old value (by default identical values are not dispatched to avoid infinite recursion in two-way binds). Be careful, this is for advanced use only.

comparator: callable or None

When not None, it’s called with two values to be compared. The function returns whether they are considered the same.

deprecated: bool

When True, a warning will be logged if the property is accessed or set. Defaults to False.

Changed in version 1.4.2: Parameters errorhandler and errorvalue added

Changed in version 1.9.0: Parameter force_dispatch added

Changed in version 1.11.0: Parameter deprecated added

bind(EventDispatcher obj, observer)

Add a new observer to be called only when the value is changed.

defaultvalue

defaultvalue: object

dispatch(EventDispatcher obj)

Dispatch the value change to all observers.

Changed in version 1.1.0: The method is now accessible from Python.

This can be used to force the dispatch of the property, even if the value didn’t change:

button = Button()
# get the Property class instance
prop = button.property('text')
# dispatch this property on the button instance
prop.dispatch(button)
Property.fbind(EventDispatcher obj, observer, int ref, tuple largs=

Similar to bind, except it doesn’t check if the observer already exists. It also expands and forwards largs and kwargs to the callback. funbind or unbind_uid should be called when unbinding. It returns a unique positive uid to be used with unbind_uid.

Property.funbind(EventDispatcher obj, observer, tuple largs=

Remove the observer from our widget observer list bound with fbind. It removes the first match it finds, as opposed to unbind which searches for all matches.

get(EventDispatcher obj)

Return the value of the property.

Link the instance with its real name.

Warning

Internal usage only.

When a widget is defined and uses a Property class, the creation of the property object happens, but the instance doesn’t know anything about its name in the widget class:

class MyWidget(Widget):
    uid = NumericProperty(0)

In this example, the uid will be a NumericProperty() instance, but the property instance doesn’t know its name. That’s why link() is used in Widget.__new__. The link function is also used to create the storage space of the property for this specific widget instance.

set(EventDispatcher obj, value)

Set a new value for the property.

set_name(EventDispatcher obj, unicode name)
unbind(EventDispatcher obj, observer, int stop_on_first=0)

Remove the observer from our widget observer list.

unbind_uid(EventDispatcher obj, uid)

Remove the observer from our widget observer list bound with fbind using the uid.

class kivy.properties.ReferenceListProperty(*largs, **kw)

Bases: kivy.properties.Property

For example, if x and y are NumericPropertys, we can create a ReferenceListProperty for the pos. If you change the value of pos, it will automatically change the values of x and y accordingly. If you read the value of pos, it will return a tuple with the values of x and y.

For example:

class MyWidget(EventDispatcher):
    x = NumericProperty(0)
    y = NumericProperty(0)
    pos = ReferenceListProperty(x, y)
get(EventDispatcher obj)
set(EventDispatcher obj, _value)
setitem(EventDispatcher obj, key, value)
trigger_change(EventDispatcher obj, value)
class kivy.properties.StringProperty(defaultvalue='', **kw)

Bases: kivy.properties.Property

Parameters:
defaultvalue: string, defaults to ‘’

Specifies the default value of the property.

class kivy.properties.VariableListProperty(defaultvalue=None, length=4, **kw)

Bases: kivy.properties.Property

list items and to expand them to the desired list size.

For example, GridLayout’s padding used to just accept one numeric value which was applied equally to the left, top, right and bottom of the GridLayout. Now padding can be given one, two or four values, which are expanded into a length four list [left, top, right, bottom] and stored in the property.

Parameters:
default: a default list of values

Specifies the default values for the list.

length: int, one of 2 or 4.

Specifies the length of the final list. The default list will be expanded to match a list of this length.

**kwargs: a list of keyword arguments

Not currently used.

Keeping in mind that the default list is expanded to a list of length 4, here are some examples of how VariableListProperty is handled.

  • VariableListProperty([1]) represents [1, 1, 1, 1].

  • VariableListProperty([1, 2]) represents [1, 2, 1, 2].

  • VariableListProperty([‘1px’, (2, ‘px’), 3, 4.0]) represents [1, 2, 3, 4.0].

  • VariableListProperty(5) represents [5, 5, 5, 5].

  • VariableListProperty(3, length=2) represents [3, 3].

New in version 1.7.0.

length

length: ‘int’

Resources management

Resource management can be a pain if you have multiple paths and projects. Kivy offers 2 functions for searching for specific resources across a list of paths.

Resource lookup

When Kivy looks for a resource e.g. an image or a kv file, it searches through a predetermined set of folders. You can modify this folder list using the resource_add_path() and resource_remove_path() functions.

Customizing Kivy

These functions can also be helpful if you want to replace standard Kivy resources with your own. For example, if you wish to customize or re-style Kivy, you can force your style.kv or data/defaulttheme-0.png files to be used in preference to the defaults simply by adding the path to your preferred alternatives via the resource_add_path() method.

As almost all Kivy resources are looked up using the resource_find(), so you can use this approach to add fonts and keyboard layouts and to replace images and icons.

kivy.resources.resource_add_path(path)[source]

Add a custom path to search in.

kivy.resources.resource_find(filename, use_cache=False)[source]

Search for a resource in the list of paths. Use resource_add_path to add a custom path to the search. By default, results are cached for 60 seconds. This can be disabled using use_cache=False.

Changed in version 2.1.0: use_cache parameter added and made True by default.

kivy.resources.resource_remove_path(path)[source]

Remove a search path.

New in version 1.0.8.

Support

Activate other frameworks/toolkits inside the kivy event loop.

kivy.support.install_android()[source]

Install hooks for the android platform.

  • Automatically sleep when the device is paused.

  • Automatically kill the application when the return key is pressed.

kivy.support.install_gobject_iteration()[source]

Import and install gobject context iteration inside our event loop. This is used as soon as gobject is used (like gstreamer).

kivy.support.install_twisted_reactor(**kwargs)[source]

Installs a threaded twisted reactor, which will schedule one reactor iteration before the next frame only when twisted needs to do some work.

Any arguments or keyword arguments passed to this function will be passed on the the threadedselect reactors interleave function. These are the arguments one would usually pass to twisted’s reactor.startRunning.

Unlike the default twisted reactor, the installed reactor will not handle any signals unless you set the ‘installSignalHandlers’ keyword argument to 1 explicitly. This is done to allow kivy to handle the signals as usual unless you specifically want the twisted reactor to handle the signals (e.g. SIGINT).

Note

Twisted is not included in iOS build by default. To use it on iOS, put the twisted distribution (and zope.interface dependency) in your application directory.

kivy.support.uninstall_twisted_reactor()[source]

Uninstalls the Kivy’s threaded Twisted Reactor. No more Twisted tasks will run after this got called. Use this to clean the twisted.internet.reactor .

New in version 1.9.0.

Utils

The Utils module provides a selection of general utility functions and classes that may be useful for various applications. These include maths, color, algebraic and platform functions.

Changed in version 1.6.0: The OrderedDict class has been removed. Use collections.OrderedDict instead.

class kivy.utils.QueryDict[source]

Bases: builtins.dict

QueryDict is a dict() that can be queried with dot.

d = QueryDict()
# create a key named toto, with the value 1
d.toto = 1
# it's the same as
d['toto'] = 1

New in version 1.0.4.

class kivy.utils.SafeList(*args, **kwargs)[source]

Bases: builtins.list

List with a clear() method.

Warning

Usage of the iterate() function will decrease your performance.

clear()[source]

Remove all items from list.

kivy.utils.boundary(value, minvalue, maxvalue)[source]

Limit a value between a minvalue and maxvalue.

kivy.utils.deprecated(func=None, msg='')[source]

This is a decorator which can be used to mark functions as deprecated. It will result in a warning being emitted the first time the function is used.

kivy.utils.difference(set1, set2)[source]

Return the difference between 2 lists.

kivy.utils.escape_markup(text)[source]

Escape markup characters found in the text. Intended to be used when markup text is activated on the Label:

untrusted_text = escape_markup('Look at the example [1]')
text = '[color=ff0000]' + untrusted_text + '[/color]'
w = Label(text=text, markup=True)

New in version 1.3.0.

kivy.utils.get_color_from_hex(s)[source]

Transform a hex string color to a kivy Color.

kivy.utils.get_hex_from_color(color)[source]

Transform a kivy Color to a hex value:

>>> get_hex_from_color((0, 1, 0))
'#00ff00'
>>> get_hex_from_color((.25, .77, .90, .5))
'#3fc4e57f'

New in version 1.5.0.

kivy.utils.get_random_color(alpha=1.0)[source]

Returns a random color (4 tuple).

Parameters:
alpha: float, defaults to 1.0

If alpha == ‘random’, a random alpha value is generated.

kivy.utils.interpolate(value_from, value_to, step=10)[source]

Interpolate between two values. This can be useful for smoothing some transitions. For example:

# instead of setting directly
self.pos = pos

# use interpolate, and you'll have a nicer transition
self.pos = interpolate(self.pos, new_pos)

Warning

These interpolations work only on lists/tuples/doubles with the same dimensions. No test is done to check the dimensions are the same.

kivy.utils.intersection(set1, set2)[source]

Return the intersection of 2 lists.

kivy.utils.is_color_transparent(c)[source]

Return True if the alpha channel is 0.

kivy.utils.platform = 'linux'

A string identifying the current operating system. It is one of: ‘win’, ‘linux’, ‘android’, ‘macosx’, ‘ios’ or ‘unknown’. You can use it as follows:

from kivy.utils import platform
if platform == 'linux':
    do_linux_things()

New in version 1.3.0.

Changed in version 1.8.0: platform is now a variable instead of a function.

class kivy.utils.reify(func)[source]

Bases: builtins.object

Put the result of a method which uses this (non-data) descriptor decorator in the instance dict after the first call, effectively replacing the decorator with an instance variable.

It acts like @property, except that the function is only ever called once; after that, the value is cached as a regular attribute. This gives you lazy attribute creation on objects that are meant to be immutable.

Taken from the Pyramid project.

To use this as a decorator:

@reify
def lazy(self):
     ...
     return hard_to_compute_int
first_time = self.lazy   # lazy is reify obj, reify.__get__() runs
second_time = self.lazy  # lazy is hard_to_compute_int
kivy.utils.rgba(s, *args)[source]

Return a Kivy color (4 value from 0-1 range) from either a hex string or a list of 0-255 values.

New in version 1.10.0.

kivy.utils.strtotuple(s)[source]

Convert a tuple string into a tuple with some security checks. Designed to be used with the eval() function:

a = (12, 54, 68)
b = str(a)         # return '(12, 54, 68)'
c = strtotuple(b)  # return (12, 54, 68)

Vector

The Vector represents a 2D vector (x, y). Our implementation is built on top of a Python list.

An example of constructing a Vector:

>>> # Construct a point at 82,34
>>> v = Vector(82, 34)
>>> v[0]
82
>>> v.x
82
>>> v[1]
34
>>> v.y
34

>>> # Construct by giving a list of 2 values
>>> pos = (93, 45)
>>> v = Vector(pos)
>>> v[0]
93
>>> v.x
93
>>> v[1]
45
>>> v.y
45
Optimized usage

Most of the time, you can use a list for arguments instead of using a Vector. For example, if you want to calculate the distance between 2 points:

a = (10, 10)
b = (87, 34)

# optimized method
print('distance between a and b:', Vector(a).distance(b))

# non-optimized method
va = Vector(a)
vb = Vector(b)
print('distance between a and b:', va.distance(vb))
Vector operators

The Vector supports some numeric operators such as +, -, /:

>>> Vector(1, 1) + Vector(9, 5)
[10, 6]

>>> Vector(9, 5) - Vector(5, 5)
[4, 0]

>>> Vector(10, 10) / Vector(2., 4.)
[5.0, 2.5]

>>> Vector(10, 10) / 5.
[2.0, 2.0]

You can also use in-place operators:

>>> v = Vector(1, 1)
>>> v += 2
>>> v
[3, 3]
>>> v *= 5
[15, 15]
>>> v /= 2.
[7.5, 7.5]
class kivy.vector.Vector(*largs)[source]

Bases: builtins.list

Vector class. See module documentation for more information.

angle(a)[source]

Computes the angle between a and b, and returns the angle in degrees.

>>> Vector(100, 0).angle((0, 100))
-90.0
>>> Vector(87, 23).angle((-77, 10))
-157.7920283010705
distance(to)[source]

Returns the distance between two points.

>>> Vector(10, 10).distance((5, 10))
5.
>>> a = (90, 33)
>>> b = (76, 34)
>>> Vector(a).distance(b)
14.035668847618199
distance2(to)[source]

Returns the distance between two points squared.

>>> Vector(10, 10).distance2((5, 10))
25
dot(a)[source]

Computes the dot product of a and b.

>>> Vector(2, 4).dot((2, 2))
12
static in_bbox(point, a, b)[source]

Return True if point is in the bounding box defined by a and b.

>>> bmin = (0, 0)
>>> bmax = (100, 100)
>>> Vector.in_bbox((50, 50), bmin, bmax)
True
>>> Vector.in_bbox((647, -10), bmin, bmax)
False
length()[source]

Returns the length of a vector.

>>> Vector(10, 10).length()
14.142135623730951
>>> pos = (10, 10)
>>> Vector(pos).length()
14.142135623730951
length2()[source]

Returns the length of a vector squared.

>>> Vector(10, 10).length2()
200
>>> pos = (10, 10)
>>> Vector(pos).length2()
200
static line_intersection(v1, v2, v3, v4)[source]

Finds the intersection point between the lines (1)v1->v2 and (2)v3->v4 and returns it as a vector object.

>>> a = (98, 28)
>>> b = (72, 33)
>>> c = (10, -5)
>>> d = (20, 88)
>>> Vector.line_intersection(a, b, c, d)
[15.25931928687196, 43.911669367909241]

Warning

This is a line intersection method, not a segment intersection.

For math see: http://en.wikipedia.org/wiki/Line-line_intersection

normalize()[source]

Returns a new vector that has the same direction as vec, but has a length of one.

>>> v = Vector(88, 33).normalize()
>>> v
[0.93632917756904444, 0.3511234415883917]
>>> v.length()
1.0
rotate(angle)[source]

Rotate the vector with an angle in degrees.

>>> v = Vector(100, 0)
>>> v.rotate(45)
[70.71067811865476, 70.71067811865474]
static segment_intersection(v1, v2, v3, v4)[source]

Finds the intersection point between segments (1)v1->v2 and (2)v3->v4 and returns it as a vector object.

>>> a = (98, 28)
>>> b = (72, 33)
>>> c = (10, -5)
>>> d = (20, 88)
>>> Vector.segment_intersection(a, b, c, d)
None
>>> a = (0, 0)
>>> b = (10, 10)
>>> c = (0, 10)
>>> d = (10, 0)
>>> Vector.segment_intersection(a, b, c, d)
[5, 5]
property x

x represents the first element in the list.

>>> v = Vector(12, 23)
>>> v[0]
12
>>> v.x
12
property y

y represents the second element in the list.

>>> v = Vector(12, 23)
>>> v[1]
23
>>> v.y
23

Weak Method

The WeakMethod is used by the Clock class to allow references to a bound method that permits the associated object to be garbage collected. Please refer to examples/core/clock_method.py for more information.

This WeakMethod class is taken from the recipe http://code.activestate.com/recipes/81253/, based on the nicodemus version. Many thanks nicodemus!

class kivy.weakmethod.WeakMethod(method)[source]

Bases: builtins.object

Implementation of a weakref for functions and bound methods.

is_dead()[source]

Returns True if the referenced callable was a bound method and the instance no longer exists. Otherwise, return False.

Weak Proxy

In order to allow garbage collection, the weak proxy provides weak references to objects. It effectively enhances the weakref.proxy by adding comparison support.

class kivy.weakproxy.WeakProxy(obj, destructor=None)

Bases: builtins.object

Replacement for weakref.proxy to support comparisons

Core Abstraction

This module defines the abstraction layers for our core providers and their implementations. For further information, please refer to Architectural Overview and the Core Providers and Input Providers section of the documentation.

In most cases, you shouldn’t directly use a library that’s already covered by the core abstraction. Always try to use our providers first. In case we are missing a feature or method, please let us know by opening a new Bug report instead of relying on your library.

Warning

These are not widgets! These are just abstractions of the respective functionality. For example, you cannot add a core image to your window. You have to use the image widget class instead. If you’re really looking for widgets, please refer to kivy.uix instead.

exception kivy.core.CoreCriticalException[source]

Bases: Exception

Audio

Load an audio sound and play it with:

from kivy.core.audio import SoundLoader

sound = SoundLoader.load('mytest.wav')
if sound:
    print("Sound found at %s" % sound.source)
    print("Sound is %.3f seconds" % sound.length)
    sound.play()

You should not use the Sound class directly. The class returned by SoundLoader.load() will be the best sound provider for that particular file type, so it might return different Sound classes depending the file type.

Event dispatching and state changes

Audio is often processed in parallel to your code. This means you often need to enter the Kivy eventloop in order to allow events and state changes to be dispatched correctly.

You seldom need to worry about this as Kivy apps typically always require this event loop for the GUI to remain responsive, but it is good to keep this in mind when debugging or running in a REPL (Read-eval-print loop).

Changed in version 1.10.0: The pygst and gi providers have been removed.

Changed in version 1.8.0: There are now 2 distinct Gstreamer implementations: one using Gi/Gst working for both Python 2+3 with Gstreamer 1.0, and one using PyGST working only for Python 2 + Gstreamer 0.10.

Note

The core audio library does not support recording audio. If you require this functionality, please refer to the audiostream extension.

class kivy.core.audio.Sound[source]

Bases: kivy.event.EventDispatcher

Represents a sound to play. This class is abstract, and cannot be used directly.

Use SoundLoader to load a sound.

Events:
on_play: None

Fired when the sound is played.

on_stop: None

Fired when the sound is stopped.

filename

Deprecated since version 1.3.0: Use source instead.

get_pos()[source]

Returns the current position of the audio file. Returns 0 if not playing.

New in version 1.4.1.

property length

Get length of the sound (in seconds).

load()[source]

Load the file into memory.

loop

Set to True if the sound should automatically loop when it finishes.

New in version 1.8.0.

loop is a BooleanProperty and defaults to False.

pitch

Pitch of a sound. 2 is an octave higher, .5 one below. This is only implemented for SDL2 audio provider yet.

New in version 1.10.0.

pitch is a NumericProperty and defaults to 1.

play()[source]

Play the file.

seek(position)[source]

Go to the <position> (in seconds).

Note

Most sound providers cannot seek when the audio is stopped. Play then seek.

source

Filename / source of your audio file.

New in version 1.3.0.

source is a StringProperty that defaults to None and is read-only. Use the SoundLoader.load() for loading audio.

state

State of the sound, one of ‘stop’ or ‘play’.

New in version 1.3.0.

state is a read-only OptionProperty.

status

Deprecated since version 1.3.0: Use state instead.

stop()[source]

Stop playback.

unload()[source]

Unload the file from memory.

volume

Volume, in the range 0-1. 1 means full volume, 0 means mute.

New in version 1.3.0.

volume is a NumericProperty and defaults to 1.

class kivy.core.audio.SoundLoader[source]

Bases: builtins.object

Load a sound, using the best loader for the given file type.

static load(filename)[source]

Load a sound, and return a Sound() instance.

static register(classobj)[source]

Register a new class to load the sound.

Camera

Core class for acquiring the camera and converting its input into a Texture.

Changed in version 1.10.0: The pygst and videocapture providers have been removed.

Changed in version 1.8.0: There is now 2 distinct Gstreamer implementation: one using Gi/Gst working for both Python 2+3 with Gstreamer 1.0, and one using PyGST working only for Python 2 + Gstreamer 0.10.

class kivy.core.camera.CameraBase(**kwargs)[source]

Bases: kivy.event.EventDispatcher

Abstract Camera Widget class.

Concrete camera classes must implement initialization and frame capturing to a buffer that can be uploaded to the gpu.

Parameters:
index: int

Source index of the camera.

size: tuple (int, int)

Size at which the image is drawn. If no size is specified, it defaults to the resolution of the camera image.

resolution: tuple (int, int)

Resolution to try to request from the camera. Used in the gstreamer pipeline by forcing the appsink caps to this resolution. If the camera doesn’t support the resolution, a negotiation error might be thrown.

Events:
on_load

Fired when the camera is loaded and the texture has become available.

on_texture

Fired each time the camera texture is updated.

property index

Source index of the camera

init_camera()[source]

Initialise the camera (internal)

property resolution

Resolution of camera capture (width, height)

start()[source]

Start the camera acquire

stop()[source]

Release the camera

property texture

Return the camera texture with the latest capture

Clipboard

Core class for accessing the Clipboard. If we are not able to access the system clipboard, a fake one will be used.

Usage example:

#:import Clipboard kivy.core.clipboard.Clipboard

Button:
    on_release:
        self.text = Clipboard.paste()
        Clipboard.copy('Data')

OpenGL

Select and use the best OpenGL library available. Depending on your system, the core provider can select an OpenGL ES or a ‘classic’ desktop OpenGL library.

Image

Core classes for loading images and converting them to a Texture. The raw image data can be keep in memory for further access.

Changed in version 1.11.0: Add support for argb and abgr image data

In-memory image loading

New in version 1.9.0: Official support for in-memory loading. Not all the providers support it, but currently SDL2, pygame, pil and imageio work.

To load an image with a filename, you would usually do:

from kivy.core.image import Image as CoreImage
im = CoreImage("image.png")

You can also load the image data directly from a memory block. Instead of passing the filename, you’ll need to pass the data as a BytesIO object together with an “ext” parameter. Both are mandatory:

import io
from kivy.core.image import Image as CoreImage
data = io.BytesIO(open("image.png", "rb").read())
im = CoreImage(data, ext="png")

By default, the image will not be cached as our internal cache requires a filename. If you want caching, add a filename that represents your file (it will be used only for caching):

import io
from kivy.core.image import Image as CoreImage
data = io.BytesIO(open("image.png", "rb").read())
im = CoreImage(data, ext="png", filename="image.png")
Saving an image

A CoreImage can be saved to a file:

from kivy.core.image import Image as CoreImage
image = CoreImage(...)
image.save("/tmp/test.png")

Or you can get the bytes (new in 1.11.0):

import io from kivy.core.image import Image as CoreImage data = io.BytesIO() image = CoreImage(…) image.save(data, fmt=”png”) png_bytes = data.read()

class kivy.core.image.Image(arg, **kwargs)[source]

Bases: kivy.event.EventDispatcher

Load an image and store the size and texture.

Changed in version 1.0.7: mipmap attribute has been added. The texture_mipmap and texture_rectangle have been deleted.

Changed in version 1.0.8: An Image widget can change its texture. A new event ‘on_texture’ has been introduced. New methods for handling sequenced animation have been added.

Parameters:
arg: can be a string (str), Texture, BytesIO or Image object

A string path to the image file or data URI to be loaded; or a Texture object, which will be wrapped in an Image object; or a BytesIO object containing raw image data; or an already existing image object, in which case, a real copy of the given image object will be returned.

keep_data: bool, defaults to False

Keep the image data when the texture is created.

mipmap: bool, defaults to False

Create mipmap for the texture.

anim_delay: float, defaults to .25

Delay in seconds between each animation frame. Lower values means faster animation.

ext: str, only with BytesIO arg

File extension to use in determining how to load raw image data.

filename: str, only with BytesIO arg

Filename to use in the image cache for raw image data.

property anim_available

Return True if this Image instance has animation available.

New in version 1.0.8.

property anim_delay

Delay between each animation frame. A lower value means faster animation.

New in version 1.0.8.

property anim_index

Return the index number of the image currently in the texture.

New in version 1.0.8.

anim_reset(allow_anim)[source]

Reset an animation if available.

New in version 1.0.8.

Parameters:
allow_anim: bool

Indicate whether the animation should restart playing or not.

Usage:

# start/reset animation
image.anim_reset(True)

# or stop the animation
image.anim_reset(False)

You can change the animation speed whilst it is playing:

# Set to 20 FPS
image.anim_delay = 1 / 20.
property filename

Get/set the filename of image

property height

Image height

property image

Get/set the data image object

static load(filename, **kwargs)[source]

Load an image

Parameters:
filename: str

Filename of the image.

keep_data: bool, defaults to False

Keep the image data when the texture is created.

load_memory(data, ext, filename='__inline__')[source]

(internal) Method to load an image from raw data.

property nocache

Indicate whether the texture will not be stored in the cache or not.

New in version 1.6.0.

on_texture(*largs)[source]
This event is fired when the texture reference or content has

changed. It is normally used for sequenced images.

New in version 1.0.8.

read_pixel(x, y)[source]

For a given local x/y position, return the pixel color at that position.

Warning

This function can only be used with images loaded with the keep_data=True keyword. For example:

m = Image.load('image.png', keep_data=True)
color = m.read_pixel(150, 150)
Parameters:
x: int

Local x coordinate of the pixel in question.

y: int

Local y coordinate of the pixel in question.

remove_from_cache()[source]

Remove the Image from cache. This facilitates re-loading of images from disk in case the image content has changed.

New in version 1.3.0.

Usage:

im = CoreImage('1.jpg')
# -- do something --
im.remove_from_cache()
im = CoreImage('1.jpg')
# this time image will be re-loaded from disk
save(filename, flipped=False, fmt=None)[source]

Save image texture to file.

The filename should have the ‘.png’ extension because the texture data read from the GPU is in the RGBA format. ‘.jpg’ might work but has not been heavily tested so some providers might break when using it. Any other extensions are not officially supported.

The flipped parameter flips the saved image vertically, and defaults to False.

Example:

# Save an core image object
from kivy.core.image import Image
img = Image('hello.png')
img.save('hello2.png')

# Save a texture
texture = Texture.create(...)
img = Image(texture)
img.save('hello3.png')

New in version 1.7.0.

Changed in version 1.8.0: Parameter flipped added to flip the image before saving, default to False.

Changed in version 1.11.0: Parameter fmt added to force the output format of the file Filename can now be a BytesIO object.

property size

Image size (width, height)

property texture

Texture of the image

property width

Image width

class kivy.core.image.ImageData(width, height, fmt, data, source=None, flip_vertical=True, source_image=None, rowlength=0)[source]

Bases: builtins.object

Container for images and mipmap images. The container will always have at least the mipmap level 0.

add_mipmap(level, width, height, data, rowlength)[source]

Add a image for a specific mipmap level.

New in version 1.0.7.

property data

Image data. (If the image is mipmapped, it will use the level 0)

flip_vertical

Indicate if the texture will need to be vertically flipped

fmt

Decoded image format, one of a available texture format

get_mipmap(level)[source]

Get the mipmap image at a specific level if it exists

New in version 1.0.7.

property height

Image height in pixels. (If the image is mipmapped, it will use the level 0)

iterate_mipmaps()[source]

Iterate over all mipmap images available.

New in version 1.0.7.

mipmaps

Data for each mipmap.

property rowlength

Image rowlength. (If the image is mipmapped, it will use the level 0)

New in version 1.9.0.

property size

Image (width, height) in pixels. (If the image is mipmapped, it will use the level 0)

source

Image source, if available

property width

Image width in pixels. (If the image is mipmapped, it will use the level 0)

Spelling

Provides abstracted access to a range of spellchecking backends as well as word suggestions. The API is inspired by enchant but other backends can be added that implement the same API.

Spelling currently requires python-enchant for all platforms except OSX, where a native implementation exists.

>>> from kivy.core.spelling import Spelling
>>> s = Spelling()
>>> s.list_languages()
['en', 'en_CA', 'en_GB', 'en_US']
>>> s.select_language('en_US')
>>> s.suggest('helo')
[u'hole', u'help', u'helot', u'hello', u'halo', u'hero', u'hell', u'held',
 u'helm', u'he-lo']
exception kivy.core.spelling.NoLanguageSelectedError[source]

Bases: Exception

Exception to be raised when a language-using method is called but no language was selected prior to the call.

exception kivy.core.spelling.NoSuchLangError[source]

Bases: Exception

Exception to be raised when a specific language could not be found.

class kivy.core.spelling.SpellingBase(language=None)[source]

Bases: builtins.object

Base class for all spelling providers. Supports some abstract methods for checking words and getting suggestions.

check(word)[source]

If word is a valid word in self._language (the currently active language), returns True. If the word shouldn’t be checked, returns None (e.g. for ‘’). If it is not a valid word in self._language, return False.

Parameters:
word: str

The word to check.

list_languages()[source]

Return a list of all supported languages. E.g. [‘en’, ‘en_GB’, ‘en_US’, ‘de’, …]

select_language(language)[source]

From the set of registered languages, select the first language for language.

Parameters:
language: str

Language identifier. Needs to be one of the options returned by list_languages(). Sets the language used for spell checking and word suggestions.

suggest(fragment)[source]

For a given fragment (i.e. part of a word or a word by itself), provide corrections (fragment may be misspelled) or completions as a list of strings.

Parameters:
fragment: str

The word fragment to get suggestions/corrections for. E.g. ‘foo’ might become ‘of’, ‘food’ or ‘foot’.

Text

An abstraction of text creation. Depending of the selected backend, the accuracy of text rendering may vary.

Changed in version 1.10.1: LabelBase.find_base_direction() added.

Changed in version 1.5.0: LabelBase.line_height added.

Changed in version 1.0.7: The LabelBase does not generate any texture if the text has a width <= 1.

This is the backend layer for rendering text with different text providers, you should only be using this directly if your needs aren’t fulfilled by the Label.

Usage example:

from kivy.core.text import Label as CoreLabel

...
...
my_label = CoreLabel()
my_label.text = 'hello'
# the label is usually not drawn until needed, so force it to draw.
my_label.refresh()
# Now access the texture of the label and use it wherever and
# however you may please.
hello_texture = my_label.texture
Font Context Manager

A font context is a namespace where multiple fonts are loaded; if a font is missing a glyph needed to render text, it can fall back to a different font in the same context. The font context manager can be used to query and manipulate the state of font contexts when using the Pango text provider (no other provider currently implements it).

New in version 1.11.0.

Warning

This feature requires the Pango text provider.

Font contexts can be created automatically by kivy.uix.label.Label or kivy.uix.textinput.TextInput; if a non-existent context is used in one of these classes, it will be created automatically, or if a font file is specified without a context (this creates an isolated context, without support for fallback).

Usage example:

from kivy.uix.label import Label
from kivy.core.text import FontContextManager as FCM

# Create a font context containing system fonts + one custom TTF
FCM.create('system://myapp')
family = FCM.add_font('/path/to/file.ttf')

# These are now interchangeable ways to refer to the custom font:
lbl1 = Label(font_context='system://myapp', family_name=family)
lbl2 = Label(font_context='system://myapp', font_name='/path/to/file.ttf')

# You could also refer to a system font by family, since this is a
# system:// font context
lbl3 = Label(font_context='system://myapp', family_name='Arial')
class kivy.core.text.LabelBase(text='', font_size=12, font_name=None, bold=False, italic=False, underline=False, strikethrough=False, font_family=None, halign='left', valign='bottom', shorten=False, text_size=None, mipmap=False, color=None, line_height=1.0, strip=False, strip_reflow=True, shorten_from='center', split_str=' ', unicode_errors='replace', font_hinting='normal', font_kerning=True, font_blended=True, outline_width=None, outline_color=None, font_context=None, font_features=None, base_direction=None, font_direction='ltr', font_script_name='Latin', text_language=None, **kwargs)[source]

Bases: builtins.object

Core text label. This is the abstract class used by different backends to render text.

Warning

The core text label can’t be changed at runtime. You must recreate one.

Parameters:
font_size: int, defaults to 12

Font size of the text

font_context: str, defaults to None

Context for the specified font (see kivy.uix.label.Label for details). None will autocreate an isolated context named after the resolved font file.

font_name: str, defaults to DEFAULT_FONT

Font name of the text

font_family: str, defaults to None

Font family name to request for drawing, this can only be used with font_context.

bold: bool, defaults to False

Activate “bold” text style

italic: bool, defaults to False

Activate “italic” text style

text_size: tuple, defaults to (None, None)

Add constraint to render the text (inside a bounding box). If no size is given, the label size will be set to the text size.

padding: int|float or list|tuple, defaults to [0, 0, 0, 0].

Padding of the text in the format [padding_left, padding_top, padding_right, padding_bottom]. padding should be int|float or a list|tuple with 1, 2 or 4 elements.

padding_x: float, defaults to 0.0

Left/right padding

padding_y: float, defaults to 0.0

Top/bottom padding

halign: str, defaults to “left”

Horizontal text alignment inside the bounding box

valign: str, defaults to “bottom”

Vertical text alignment inside the bounding box

shorten: bool, defaults to False

Indicate whether the label should attempt to shorten its textual contents as much as possible if a size is given. Setting this to True without an appropriately set size will lead to unexpected results.

shorten_from: str, defaults to center

The side from which we should shorten the text from, can be left, right, or center. E.g. if left, the ellipsis will appear towards the left side and it will display as much text starting from the right as possible.

split_str: string, defaults to ‘ ‘ (space)

The string to use to split the words by when shortening. If empty, we can split after every character filling up the line as much as possible.

max_lines: int, defaults to 0 (unlimited)

If set, this indicate how maximum line are allowed to render the text. Works only if a limitation on text_size is set.

mipmap: bool, defaults to False

Create a mipmap for the texture

strip: bool, defaults to False

Whether each row of text has its leading and trailing spaces stripped. If halign is justify it is implicitly True.

strip_reflow: bool, defaults to True

Whether text that has been reflowed into a second line should be stripped, even if strip is False. This is only in effect when size_hint_x is not None, because otherwise lines are never split.

unicode_errors: str, defaults to ‘replace’

How to handle unicode decode errors. Can be ‘strict’, ‘replace’ or ‘ignore’.

outline_width: int, defaults to None

Width in pixels for the outline.

outline_color: tuple, defaults to (0, 0, 0)

Color of the outline.

font_features: str, defaults to None

OpenType font features in CSS format (Pango only)

base_direction: str, defaults to None (auto)

Text direction, one of None, ‘ltr’, ‘rtl’, ‘weak_ltr’, or ‘weak_rtl’ (Pango only)

text_language: str, defaults to None (user locale)

RFC-3066 format language tag as a string (Pango only)

Deprecated since version 2.2.0: padding_x and padding_y have been deprecated. Please use padding instead.

Changed in version 2.2.0: padding is now a list and defaults to [0, 0, 0, 0]. padding accepts int|float or a list|tuple with 1, 2 or 4 elements.

Changed in version 1.10.1: font_context, font_family, font_features, base_direction and text_language were added.

Changed in version 1.10.0: outline_width and outline_color were added.

Changed in version 1.9.0: strip, strip_reflow, shorten_from, split_str, and unicode_errors were added.

Changed in version 1.9.0: padding_x and padding_y has been fixed to work as expected. In the past, the text was padded by the negative of their values.

Changed in version 1.8.0: max_lines parameters has been added.

Changed in version 1.0.8: size have been deprecated and replaced with text_size.

Changed in version 1.0.7: The valign is now respected. This wasn’t the case previously so you might have an issue in your application if you have not considered this.

property content_height

Return the content height; i.e. the height of the text without any padding.

property content_size

Return the content size (width, height)

property content_width

Return the content width; i.e. the width of the text without any padding.

static find_base_direction(text)[source]

Searches a string the first character that has a strong direction, according to the Unicode bidirectional algorithm. Returns None if the base direction cannot be determined, or one of ‘ltr’ or ‘rtl’.

Note

This feature requires the Pango text provider.

property fontid

Return a unique id for all font parameters

get_cached_extents()[source]

Returns a cached version of the get_extents() function.

>>> func = self._get_cached_extents()
>>> func
<built-in method size of pygame.font.Font object at 0x01E45650>
>>> func('a line')
(36, 18)

Warning

This method returns a size measuring function that is valid for the font settings used at the time get_cached_extents() was called. Any change in the font settings will render the returned function incorrect. You should only use this if you know what you’re doing.

New in version 1.9.0.

get_extents(text)[source]

Return a tuple (width, height) indicating the size of the specified text

static get_system_fonts_dir()[source]

Return the directories used by the system for fonts.

property label

Get/Set the text

refresh()[source]

Force re-rendering of the text

static register(name, fn_regular, fn_italic=None, fn_bold=None, fn_bolditalic=None)[source]

Register an alias for a Font.

New in version 1.1.0.

If you’re using a ttf directly, you might not be able to use the bold/italic properties of the ttf version. If the font is delivered in multiple files (one regular, one italic and one bold), then you need to register these files and use the alias instead.

All the fn_regular/fn_italic/fn_bold parameters are resolved with kivy.resources.resource_find(). If fn_italic/fn_bold are None, fn_regular will be used instead.

render(real=False)[source]

Return a tuple (width, height) to create the image with the user constraints. (width, height) includes the padding.

shorten(text, margin=2)[source]

Shortens the text to fit into a single line by the width specified by text_size [0]. If text_size [0] is None, it returns text text unchanged.

split_str and shorten_from determines how the text is shortened.

Params:

text str, the text to be shortened. margin int, the amount of space to leave between the margins and the text. This is in addition to padding_x.

Returns:

the text shortened to fit into a single line.

property text

Get/Set the text

property text_size

Get/set the (width, height) of the ‘ ‘contrained rendering box

property usersize

(deprecated) Use text_size instead.

Text layout

An internal module for laying out text according to options and constraints. This is not part of the API and may change at any time.

class kivy.core.text.text_layout.LayoutLine

Bases: builtins.object

Formally describes a line of text. A line of text is composed of many LayoutWord instances, each with it’s own text, size and options.

A LayoutLine instance does not always imply that the words contained in the line ended with a newline. That is only the case if is_last_line is True. For example a single real line of text can be split across multiple LayoutLine instances if the whole line doesn’t fit in the constrained width.

Parameters:
x: int

the location in a texture from where the left side of this line is began drawn.

y: int

the location in a texture from where the bottom of this line is drawn.

w: int

the width of the line. This is the sum of the individual widths of its LayoutWord instances. Does not include any padding.

h: int

the height of the line. This is the maximum of the individual heights of its LayoutWord instances multiplied by the line_height of these instance. So this is larger then the word height.

is_last_line: bool

whether this line was the last line in a paragraph. When True, it implies that the line was followed by a newline. Newlines should not be included in the text of words, but is implicit by setting this to True.

line_wrap: bool

whether this line is continued from a previous line which didn’t fit into a constrained width and was therefore split across multiple LayoutLine instances. line_wrap can be True or False independently of is_last_line.

words: python list

a list that contains only LayoutWord instances describing the text of the line.

h

h: ‘int’

is_last_line

is_last_line: ‘int’

line_wrap

line_wrap: ‘int’

w

w: ‘int’

words

words: list

x

x: ‘int’

y

y: ‘int’

class kivy.core.text.text_layout.LayoutWord

Bases: builtins.object

Formally describes a word contained in a line. The name word simply means a chunk of text and can be used to describe any text.

A word has some width, height and is rendered according to options saved in options. See LayoutLine for its usage.

Parameters:
options: dict

the label options dictionary for this word.

lw: int

the width of the text in pixels.

lh: int

the height of the text in pixels.

text: string

the text of the word.

lh

lh: ‘int’

lw

lw: ‘int’

options

options: dict

text

text: object

kivy.core.text.text_layout.layout_text(text, list lines, tuple size, tuple text_size, dict options, get_extents, int append_down, int complete)

Lays out text into a series of LayoutWord and LayoutLine instances according to the options specified.

The function is designed to be called many times, each time new text is appended to the last line (or first line if appending upwards), unless a newline is present in the text. Each text appended is described by its own options which can change between successive calls. If the text is constrained, we stop as soon as the constraint is reached.

Parameters:
text: string or bytes

the text to be broken down into lines. If lines is not empty, the text is added to the last line (or first line if append_down is False) until a newline is reached which creates a new line in lines. See LayoutLine.

lines: list

a list of LayoutLine instances, each describing a line of the text. Calls to layout_text() append or create new LayoutLine instances in lines.

size: 2-tuple of ints

the size of the laid out text so far. Upon first call it should probably be (0, 0), afterwards it should be the (w, h) returned by this function in a previous call. When size reaches the constraining size, text_size, we stop adding lines and return True for the clipped parameter. size includes the x and y padding.

text_size: 2-tuple of ints or None.

the size constraint on the laid out text. If either element is None, the text is not constrained in that dimension. For example, (None, 200) will constrain the height, including padding to 200, while the width is unconstrained. The first line, and the first character of a line is always returned, even if it exceeds the constraint. The value be changed between different calls.

options: dict

the label options of this text. The options are saved with each word allowing different words to have different options from successive calls.

Note, options must include a space_width key with a value indicating the width of a space for that set of options.

get_extents: callable

a function called with a string, which returns a tuple containing the width, height of the string.

append_down: bool

Whether successive calls to the function appends lines before or after the existing lines. If True, they are appended to the last line and below it. If False, it’s appended at the first line and above. For example, if False, everything after the last newline in text is appended to the first line in lines. Everything before the last newline is inserted at the start of lines in same order as text; that is we do not invert the line order.

This allows laying out from top to bottom until the constrained is reached, or from bottom to top until the constrained is reached.

complete: bool

whether this text complete lines. It use is that normally is strip in options is True, all leading and trailing spaces are removed from each line except from the last line (or first line if append_down is False) which only removes leading spaces. That’s because further text can still be appended to the last line so we cannot strip them. If complete is True, it indicates no further text is coming and all lines will be stripped.

The function can also be called with text set to the empty string and complete set to True in order for the last (first) line to be stripped.

Returns:

3-tuple, (w, h, clipped). w and h is the width and height of the text in lines so far and includes padding. This can be larger than text_size, e.g. if not even a single fitted, the first line would still be returned. clipped is True if not all the text has been added to lines because w, h reached the constrained size.

Following is a simple example with no padding and no stripping:

>>> from kivy.core.text import Label
>>> from kivy.core.text.text_layout import layout_text

>>> l = Label()
>>> lines = []
>>> # layout text with width constraint by 50, but no height constraint
>>> w, h, clipped = layout_text('heres some text\nah, another line',
... lines, (0, 0), (50, None), l.options, l.get_cached_extents(), True,
... False)
>>> w, h, clipped
(46, 90, False)
# now add text from bottom up, and constrain width only be 100
>>> w, h, clipped = layout_text('\nyay, more text\n', lines, (w, h),
... (100, None), l.options, l.get_cached_extents(), False, True)
>>> w, h, clipped
(77, 120, 0)
>>> for line in lines:
...     print('line w: {}, line h: {}'.format(line.w, line.h))
...     for word in line.words:
...         print('w: {}, h: {}, text: {}'.format(word.lw, word.lh,
...         [word.text]))
line w: 0, line h: 15
line w: 77, line h: 15
w: 77, h: 15, text: ['yay, more text']
line w: 31, line h: 15
w: 31, h: 15, text: ['heres']
line w: 34, line h: 15
w: 34, h: 15, text: [' some']
line w: 24, line h: 15
w: 24, h: 15, text: [' text']
line w: 17, line h: 15
w: 17, h: 15, text: ['ah,']
line w: 46, line h: 15
w: 46, h: 15, text: [' another']
line w: 23, line h: 15
w: 23, h: 15, text: [' line']
Text Markup

New in version 1.1.0.

Changed in version 1.10.1: Added font_context, font_features and text_language (Pango only)

We provide a simple text-markup for inline text styling. The syntax look the same as the BBCode.

A tag is defined as [tag], and should have a corresponding [/tag] closing tag. For example:

[b]Hello [color=ff0000]world[/color][/b]

The following tags are available:

[b][/b]

Activate bold text

[i][/i]

Activate italic text

[u][/u]

Underlined text

[s][/s]

Strikethrough text

[font=<str>][/font]

Change the font (note: this refers to a TTF file or registered alias)

[font_context=<str>][/font_context]

Change context for the font, use string value “none” for isolated context.

[font_family=<str>][/font_family]

Font family to request for drawing. This is only valid when using a font context, and takes precedence over [font]. See kivy.uix.label.Label for details.

[font_features=<str>][/font_features]

OpenType font features, in CSS format, this is passed straight through to Pango. The effects of requesting a feature depends on loaded fonts, library versions, etc. Pango only, requires v1.38 or later.

[size=<size>][/size]

Change the font size. <size> should be an integer, optionally with a unit (i.e. 16sp)

[color=#<color>][/color]

Change the text color

[ref=<str>][/ref]

Add an interactive zone. The reference + all the word box inside the reference will be available in MarkupLabel.refs

[anchor=<str>]

Put an anchor in the text. You can get the position of your anchor within the text with MarkupLabel.anchors

[sub][/sub]

Display the text at a subscript position relative to the text before it.

[sup][/sup]

Display the text at a superscript position relative to the text before it.

[text_language=<str>][/text_language]

Language of the text, this is an RFC-3066 format language tag (as string), for example “en_US”, “zh_CN”, “fr” or “ja”. This can impact font selection, metrics and rendering. For example, the same bytes of text can look different for ur and ar languages, though both use Arabic script. Use the string ‘none’ to revert to locale detection. Pango only.

If you need to escape the markup from the current text, use kivy.utils.escape_markup().

class kivy.core.text.markup.MarkupLabel(*largs, **kwargs)[source]

Bases: kivy.core.text.LabelBase

Markup text label.

See module documentation for more information.

property anchors

Get the position of all the [anchor=...]:

{ 'anchorA': (x, y), 'anchorB': (x, y), ... }
property markup

Return the text with all the markup split:

>>> MarkupLabel('[b]Hello world[/b]').markup
>>> ('[b]', 'Hello world', '[/b]')
property refs

Get the bounding box of all the [ref=...]:

{ 'refA': ((x1, y1, x2, y2), (x1, y1, x2, y2)), ... }
render(real=False)[source]

Return a tuple (width, height) to create the image with the user constraints. (width, height) includes the padding.

shorten_post(lines, w, h, margin=2)[source]

Shortens the text to a single line according to the label options.

This function operates on a text that has already been laid out because for markup, parts of text can have different size and options.

If text_size [0] is None, the lines are returned unchanged. Otherwise, the lines are converted to a single line fitting within the constrained width, text_size [0].

Params:

lines: list of LayoutLine instances describing the text. w: int, the width of the text in lines, including padding. h: int, the height of the text in lines, including padding. margin int, the additional space left on the sides. This is in addition to padding_x.

Returns:

3-tuple of (xw, h, lines), where w, and h is similar to the input and contains the resulting width / height of the text, including padding. lines, is a list containing a single LayoutLine, which contains the words for the line.

Video

Core class for reading video files and managing the video Texture.

Changed in version 1.10.0: The pyglet, pygst and gi providers have been removed.

Changed in version 1.8.0: There are now 2 distinct Gstreamer implementations: one using Gi/Gst working for both Python 2+3 with Gstreamer 1.0, and one using PyGST working only for Python 2 + Gstreamer 0.10.

Note

Recording is not supported.

class kivy.core.video.VideoBase(**kwargs)[source]

Bases: kivy.event.EventDispatcher

VideoBase, a class used to implement a video reader.

Parameters:
filename: str

Filename of the video. Can be a file or an URI.

eos: str, defaults to ‘pause’

Action to take when EOS is hit. Can be one of ‘pause’, ‘stop’ or ‘loop’.

Changed in version 1.4.0: added ‘pause’

async: bool, defaults to True

Load the video asynchronously (may be not supported by all providers).

autoplay: bool, defaults to False

Auto play the video on init.

Events:
on_eos

Fired when EOS is hit.

on_load

Fired when the video is loaded and the texture is available.

on_frame

Fired when a new frame is written to the texture.

property duration

Get the video duration (in seconds)

property filename

Get/set the filename/uri of the current video

load()[source]

Load the video from the current filename

pause()[source]

Pause the video

New in version 1.4.0.

play()[source]

Play the video

property position

Get/set the position in the video (in seconds)

seek(percent, precise=True)[source]

Move to position as percentage (strictly, a proportion from 0 - 1) of the duration

property state

Get the video playing status

stop()[source]

Stop the video playing

property texture

Get the video texture

unload()[source]

Unload the actual video

property volume

Get/set the volume in the video (1.0 = 100%)

Window

Core class for creating the default Kivy window. Kivy supports only one window per application: please don’t try to create more than one.

class kivy.core.window.Keyboard(**kwargs)[source]

Bases: kivy.event.EventDispatcher

Keyboard interface that is returned by WindowBase.request_keyboard(). When you request a keyboard, you’ll get an instance of this class. Whatever the keyboard input is (system or virtual keyboard), you’ll receive events through this instance.

Events:
on_key_down: keycode, text, modifiers

Fired when a new key is pressed down

on_key_up: keycode

Fired when a key is released (up)

Here is an example of how to request a Keyboard in accordance with the current configuration:

import kivy
kivy.require('1.0.8')

from kivy.core.window import Window
from kivy.uix.widget import Widget


class MyKeyboardListener(Widget):

    def __init__(self, **kwargs):
        super(MyKeyboardListener, self).__init__(**kwargs)
        self._keyboard = Window.request_keyboard(
            self._keyboard_closed, self, 'text')
        if self._keyboard.widget:
            # If it exists, this widget is a VKeyboard object which you can use
            # to change the keyboard layout.
            pass
        self._keyboard.bind(on_key_down=self._on_keyboard_down)

    def _keyboard_closed(self):
        print('My keyboard have been closed!')
        self._keyboard.unbind(on_key_down=self._on_keyboard_down)
        self._keyboard = None

    def _on_keyboard_down(self, keyboard, keycode, text, modifiers):
        print('The key', keycode, 'have been pressed')
        print(' - text is %r' % text)
        print(' - modifiers are %r' % modifiers)

        # Keycode is composed of an integer + a string
        # If we hit escape, release the keyboard
        if keycode[1] == 'escape':
            keyboard.release()

        # Return True to accept the key. Otherwise, it will be used by
        # the system.
        return True


if __name__ == '__main__':
    from kivy.base import runTouchApp
    runTouchApp(MyKeyboardListener())
callback

Callback that will be called when the keyboard is released

keycode_to_string(value)[source]

Convert a keycode number to a string according to the Keyboard.keycodes. If the value is not found in the keycodes, it will return ‘’.

release()[source]

Call this method to release the current keyboard. This will ensure that the keyboard is no longer attached to your callback.

string_to_keycode(value)[source]

Convert a string to a keycode number according to the Keyboard.keycodes. If the value is not found in the keycodes, it will return -1.

target

Target that have requested the keyboard

widget

VKeyboard widget, if allowed by the configuration

window

Window which the keyboard is attached too

class kivy.core.window.WindowBase(**kwargs)[source]

Bases: kivy.event.EventDispatcher

WindowBase is an abstract window widget for any window implementation.

Parameters:
borderless: str, one of (‘0’, ‘1’)

Set the window border state. Check the config documentation for a more detailed explanation on the values.

custom_titlebar: str, one of (‘0’, ‘1’)

Set to ‘1’ to uses a custom titlebar

fullscreen: str, one of (‘0’, ‘1’, ‘auto’, ‘fake’)

Make the window fullscreen. Check the config documentation for a more detailed explanation on the values.

width: int

Width of the window.

height: int

Height of the window.

minimum_width: int

Minimum width of the window (only works for sdl2 window provider).

minimum_height: int

Minimum height of the window (only works for sdl2 window provider).

always_on_top: bool

When enabled, the window will be brought to the front and will keep the window above the rest. If disabled, it will restore the default behavior. Only works for the sdl2 window provider.

allow_screensaver: bool

Allow the device to show a screen saver, or to go to sleep on mobile devices. Defaults to True. Only works for sdl2 window provider.

Events:
on_motion: etype, motionevent

Fired when a new MotionEvent is dispatched

on_touch_down:

Fired when a new touch event is initiated.

on_touch_move:

Fired when an existing touch event changes location.

on_touch_up:

Fired when an existing touch event is terminated.

on_draw:

Fired when the Window is being drawn.

on_flip:

Fired when the Window GL surface is being flipped.

on_rotate: rotation

Fired when the Window is being rotated.

on_close:

Fired when the Window is closed.

on_request_close:

Fired when the event loop wants to close the window, or if the escape key is pressed and exit_on_escape is True. If a function bound to this event returns True, the window will not be closed. If the the event is triggered because of the keyboard escape key, the keyword argument source is dispatched along with a value of keyboard to the bound functions.

New in version 1.9.0.

on_cursor_enter:

Fired when the cursor enters the window.

New in version 1.9.1.

on_cursor_leave:

Fired when the cursor leaves the window.

New in version 1.9.1.

on_minimize:

Fired when the window is minimized.

New in version 1.10.0.

on_maximize:

Fired when the window is maximized.

New in version 1.10.0.

on_restore:

Fired when the window is restored.

New in version 1.10.0.

on_hide:

Fired when the window is hidden.

New in version 1.10.0.

on_show:

Fired when when the window is shown.

New in version 1.10.0.

on_keyboard: key, scancode, codepoint, modifier

Fired when the keyboard is used for input.

Changed in version 1.3.0: The unicode parameter has been deprecated in favor of codepoint, and will be removed completely in future versions.

on_key_down: key, scancode, codepoint, modifier

Fired when a key pressed.

Changed in version 1.3.0: The unicode parameter has been deprecated in favor of codepoint, and will be removed completely in future versions.

on_key_up: key, scancode, codepoint

Fired when a key is released.

Changed in version 1.3.0: The unicode parameter has be deprecated in favor of codepoint, and will be removed completely in future versions.

on_drop_begin: x, y, *args

Fired when text(s) or file(s) drop on the application is about to begin.

New in version 2.1.0.

on_drop_file: filename (bytes), x, y, *args

Fired when a file is dropped on the application.

New in version 1.2.0.

Changed in version 2.1.0: Renamed from on_dropfile to on_drop_file.

on_drop_text: text (bytes), x, y, *args

Fired when a text is dropped on the application.

New in version 2.1.0.

on_drop_end: x, y, *args

Fired when text(s) or file(s) drop on the application has ended.

New in version 2.1.0.

on_memorywarning:

Fired when the platform have memory issue (iOS / Android mostly) You can listen to this one, and clean whatever you can.

New in version 1.9.0.

on_textedit(self, text):

Fired when inputting with IME. The string inputting with IME is set as the parameter of this event.

New in version 1.10.1.

add_widget(widget, canvas=None)[source]

Add a widget to a window

allow_screensaver

Whether the screen saver is enabled, or on mobile devices whether the device is allowed to go to sleep while the app is open.

New in version 1.10.0.

allow_screensaver is a BooleanProperty and defaults to True.

always_on_top

When enabled, the window will be brought to the front and will keep the window above the rest. If disabled, it will restore the default behavior.

This option can be toggled freely during the window’s lifecycle.

Only works for the sdl2 window provider. Check the config documentation for a more detailed explanation on the values.

New in version 2.2.0.

always_on_top is a BooleanProperty and defaults to False.

borderless

When set to True, this property removes the window border/decoration. Check the config documentation for a more detailed explanation on the values.

New in version 1.9.0.

borderless is a BooleanProperty and defaults to False.

center

Center of the rotated window.

New in version 1.0.9.

center is an AliasProperty.

children

List of the children of this window.

children is a ListProperty instance and defaults to an empty list.

Use add_widget() and remove_widget() to manipulate the list of children. Don’t manipulate the list directly unless you know what you are doing.

clear()[source]

Clear the window with the background color

clearcolor

Color used to clear the window.

from kivy.core.window import Window

# red background color
Window.clearcolor = (1, 0, 0, 1)

# don't clear background at all
Window.clearcolor = None

Changed in version 1.7.2: The clearcolor default value is now: (0, 0, 0, 1).

New in version 1.0.9.

clearcolor is an ColorProperty and defaults to (0, 0, 0, 1).

Changed in version 2.1.0: Changed from AliasProperty to ColorProperty.

close()[source]

Close the window

create_window(*largs)[source]

Will create the main window and configure it.

Warning

This method is called automatically at runtime. If you call it, it will recreate a RenderContext and Canvas. This means you’ll have a new graphics tree, and the old one will be unusable.

This method exist to permit the creation of a new OpenGL context AFTER closing the first one. (Like using runTouchApp() and stopTouchApp()).

This method has only been tested in a unittest environment and is not suitable for Applications.

Again, don’t use this method unless you know exactly what you are doing!

custom_titlebar

When set to True, allows the user to set a widget as a titlebar. Check the config documentation for a more detailed explanation on the values.

New in version 2.1.0.

see set_custom_titlebar() for detailed usage custom_titlebar is a BooleanProperty and defaults to False.

dpi

Return the DPI of the screen as computed by the window. If the implementation doesn’t support DPI lookup, it’s 96.

Warning

This value is not cross-platform. Use kivy.metrics.Metrics.dpi instead.

event_managers = None

Holds a list of registered event managers.

Don’t change the property directly but use register_event_manager() and unregister_event_manager() to register and unregister an event manager.

Event manager is an instance of EventManagerBase.

New in version 2.1.0.

Warning

This is an experimental property and it remains so while this warning is present.

event_managers_dict = None

Holds a dict of type_id to list of event managers.

Don’t change the property directly but use register_event_manager() and unregister_event_manager() to register and unregister an event manager.

Event manager is an instance of EventManagerBase.

New in version 2.1.0.

Warning

This is an experimental property and it remains so while this warning is present.

flip()[source]

Flip between buffers

focus

Check whether or not the window currently has focus.

New in version 1.9.1.

focus is a read-only AliasProperty and defaults to True.

fullscreen

This property sets the fullscreen mode of the window. Available options are: True, False, ‘auto’ and ‘fake’. Check the config documentation for more detailed explanations on these values.

fullscreen is an OptionProperty and defaults to False.

New in version 1.2.0.

Note

The ‘fake’ option has been deprecated, use the borderless property instead.

Warning

On iOS, setting fullscreen to False will not automatically hide the status bar.

To achieve this, you must set fullscreen to False, and then also set borderless to False.

get_gl_backend_name()[source]

Returns the gl backend that will or is used with this window.

gl_backends_allowed = []

A list of Kivy gl backend names, which if not empty, will be the exclusive list of gl backends that can be used with this window.

gl_backends_ignored = []

A list of Kivy gl backend names that may not be used with this window.

grab_mouse()[source]

Grab mouse - so won’t leave window

New in version 1.10.0.

Note

This feature requires the SDL2 window provider.

height

Rotated window height.

height is a read-only AliasProperty.

hide()[source]

Hides the window. This method should be used on desktop platforms only.

New in version 1.9.0.

Note

This feature requires the SDL2 window provider and is currently only supported on desktop platforms.

icon

A path to the window icon.

New in version 1.1.2.

icon is a StringProperty.

keyboard_anim_args = {'d': 0.5, 't': 'in_out_quart'}

The attributes for animating softkeyboard/IME. t = transition, d = duration. This value will have no effect on desktops.

New in version 1.10.0.

keyboard_anim_args is a dict and defaults to {‘t’: ‘in_out_quart’, ‘d’: .5}.

keyboard_height

Returns the height of the softkeyboard/IME on mobile platforms. Will return 0 if not on mobile platform or if IME is not active.

Note

This property returns 0 with SDL2 on Android, but setting Window.softinput_mode does work.

New in version 1.9.0.

keyboard_height is a read-only AliasProperty and defaults to 0.

keyboard_padding

The padding to have between the softkeyboard/IME & target or bottom of window. Will have no effect on desktops.

New in version 1.10.0.

keyboard_padding is a NumericProperty and defaults to 0.

left

Left position of the window.

Note

It’s an SDL2 property with [0, 0] in the top-left corner.

Changed in version 1.10.0: left is now an AliasProperty

New in version 1.9.1.

left is an AliasProperty and defaults to the position set in Config.

mainloop()[source]

Called by the EventLoop every frame after it idles.

managed_textinput = False

True if this Window class uses on_textinput to insert text, internal.

maximize()[source]

Maximizes the window. This method should be used on desktop platforms only.

New in version 1.9.0.

Note

This feature requires the SDL2 window provider and is currently only supported on desktop platforms.

minimize()[source]

Minimizes the window. This method should be used on desktop platforms only.

New in version 1.9.0.

Note

This feature requires the SDL2 window provider and is currently only supported on desktop platforms.

minimum_height

The minimum height to restrict the window to.

New in version 1.9.1.

minimum_height is a NumericProperty and defaults to 0.

minimum_width

The minimum width to restrict the window to.

New in version 1.9.1.

minimum_width is a NumericProperty and defaults to 0.

modifiers

List of keyboard modifiers currently active.

New in version 1.0.9.

modifiers is an AliasProperty.

mouse_pos

2d position of the mouse cursor within the window.

Position is relative to the left/bottom point of the window.

Note

Cursor position will be scaled by the pixel density if the high density mode is supported by the window provider.

New in version 1.2.0.

mouse_pos is an ObjectProperty and defaults to (0, 0).

on_close(*largs)[source]

Event called when the window is closed.

on_cursor_enter(*largs)[source]

Event called when the cursor enters the window.

New in version 1.9.1.

Note

This feature requires the SDL2 window provider.

on_cursor_leave(*largs)[source]

Event called when the cursor leaves the window.

New in version 1.9.1.

Note

This feature requires the SDL2 window provider.

on_drop_begin(x, y, *args)[source]

Event called when a text or a file drop on the application is about to begin. It will be followed-up by a single or a multiple on_drop_text or on_drop_file events ending with an on_drop_end event.

Arguments x and y are the mouse cursor position at the time of the drop and you should only rely on them if the drop originated from the mouse.

Parameters:
x: int

Cursor x position, relative to the window left, at the time of the drop.

y: int

Cursor y position, relative to the window top, at the time of the drop.

*args: tuple

Additional arguments.

Note

This event works with sdl2 window provider.

New in version 2.1.0.

on_drop_end(x, y, *args)[source]

Event called when a text or a file drop on the application has ended.

Arguments x and y are the mouse cursor position at the time of the drop and you should only rely on them if the drop originated from the mouse.

Parameters:
x: int

Cursor x position, relative to the window left, at the time of the drop.

y: int

Cursor y position, relative to the window top, at the time of the drop.

*args: tuple

Additional arguments.

Note

This event works with sdl2 window provider.

New in version 2.1.0.

on_drop_file(filename, x, y, *args)[source]

Event called when a file is dropped on the application.

Arguments x and y are the mouse cursor position at the time of the drop and you should only rely on them if the drop originated from the mouse.

Parameters:
filename: bytes

Absolute path to a dropped file.

x: int

Cursor x position, relative to the window left, at the time of the drop.

y: int

Cursor y position, relative to the window top, at the time of the drop.

*args: tuple

Additional arguments.

Warning

This event currently works with sdl2 window provider, on pygame window provider and OS X with a patched version of pygame. This event is left in place for further evolution (ios, android etc.)

Note

On Windows it is possible to drop a file on the window title bar or on its edges and for that case mouse_pos won’t be updated as the mouse cursor is not within the window.

Note

This event doesn’t work for apps with elevated permissions, because the OS API calls are filtered. Check issue #4999 for pointers to workarounds.

New in version 1.2.0.

Changed in version 2.1.0: Renamed from on_dropfile to on_drop_file.

on_drop_text(text, x, y, *args)[source]

Event called when a text is dropped on the application.

Arguments x and y are the mouse cursor position at the time of the drop and you should only rely on them if the drop originated from the mouse.

Parameters:
text: bytes

Text which is dropped.

x: int

Cursor x position, relative to the window left, at the time of the drop.

y: int

Cursor y position, relative to the window top, at the time of the drop.

*args: tuple

Additional arguments.

Note

This event works with sdl2 window provider on x11 window.

Note

On Windows it is possible to drop a text on the window title bar or on its edges and for that case mouse_pos won’t be updated as the mouse cursor is not within the window.

New in version 2.1.0.

on_flip()[source]

Flip between buffers (event)

on_hide(*largs)[source]

Event called when the window is hidden.

New in version 1.10.0.

Note

This feature requires the SDL2 window provider.

on_joy_axis(stickid, axisid, value)[source]

Event called when a joystick has a stick or other axis moved.

New in version 1.9.0.

on_joy_ball(stickid, ballid, xvalue, yvalue)[source]

Event called when a joystick has a ball moved.

New in version 1.9.0.

on_joy_button_down(stickid, buttonid)[source]

Event called when a joystick has a button pressed.

New in version 1.9.0.

on_joy_button_up(stickid, buttonid)[source]

Event called when a joystick has a button released.

New in version 1.9.0.

on_joy_hat(stickid, hatid, value)[source]

Event called when a joystick has a hat/dpad moved.

New in version 1.9.0.

on_key_down(key, scancode=None, codepoint=None, modifier=None, **kwargs)[source]

Event called when a key is down (same arguments as on_keyboard)

on_key_up(key, scancode=None, codepoint=None, modifier=None, **kwargs)[source]

Event called when a key is released (same arguments as on_keyboard).

on_keyboard(key, scancode=None, codepoint=None, modifier=None, **kwargs)[source]

Event called when keyboard is used.

Warning

Some providers may omit scancode, codepoint and/or modifier.

on_maximize(*largs)[source]

Event called when the window is maximized.

New in version 1.10.0.

Note

This feature requires the SDL2 window provider.

on_memorywarning()[source]

Event called when the platform have memory issue. Your goal is to clear the cache in your app as much as you can, release unused widgets, do garbage collection etc.

Currently, this event is fired only from the SDL2 provider, for iOS and Android.

New in version 1.9.0.

on_minimize(*largs)[source]

Event called when the window is minimized.

New in version 1.10.0.

Note

This feature requires the SDL2 window provider.

on_motion(etype, me)[source]

Event called when a motion event is received.

Parameters:
etype: str

One of “begin”, “update” or “end”.

me: MotionEvent

The motion event currently dispatched.

Changed in version 2.1.0: Event managers get to handle the touch event first and if none of them accepts the event (by returning True) then window will dispatch me through “on_touch_down”, “on_touch_move”, “on_touch_up” events depending on the etype. All non-touch events will go only through managers.

on_mouse_down(x, y, button, modifiers)[source]

Event called when the mouse is used (pressed/released).

on_mouse_move(x, y, modifiers)[source]

Event called when the mouse is moved with buttons pressed.

on_mouse_up(x, y, button, modifiers)[source]

Event called when the mouse is moved with buttons pressed.

on_request_close(*largs, **kwargs)[source]

Event called before we close the window. If a bound function returns True, the window will not be closed. If the the event is triggered because of the keyboard escape key, the keyword argument source is dispatched along with a value of keyboard to the bound functions.

Warning

When the bound function returns True the window will not be closed, so use with care because the user would not be able to close the program, even if the red X is clicked.

on_resize(width, height)[source]

Event called when the window is resized.

on_restore(*largs)[source]

Event called when the window is restored.

New in version 1.10.0.

Note

This feature requires the SDL2 window provider.

on_rotate(rotation)[source]

Event called when the screen has been rotated.

on_show(*largs)[source]

Event called when the window is shown.

New in version 1.10.0.

Note

This feature requires the SDL2 window provider.

on_textedit(text)[source]

Event called when inputting with IME. The string inputting with IME is set as the parameter of this event.

New in version 1.10.1.

on_textinput(text)[source]

Event called when text: i.e. alpha numeric non control keys or set of keys is entered. As it is not guaranteed whether we get one character or multiple ones, this event supports handling multiple characters.

New in version 1.9.0.

on_touch_down(touch)[source]

Event called when a touch down event is initiated.

Changed in version 1.9.0: The touch pos is now transformed to window coordinates before this method is called. Before, the touch pos coordinate would be (0, 0) when this method was called.

on_touch_move(touch)[source]

Event called when a touch event moves (changes location).

Changed in version 1.9.0: The touch pos is now transformed to window coordinates before this method is called. Before, the touch pos coordinate would be (0, 0) when this method was called.

on_touch_up(touch)[source]

Event called when a touch event is released (terminated).

Changed in version 1.9.0: The touch pos is now transformed to window coordinates before this method is called. Before, the touch pos coordinate would be (0, 0) when this method was called.

parent

Parent of this window.

parent is a ObjectProperty instance and defaults to None. When created, the parent is set to the window itself. You must take care of it if you are doing a recursive check.

raise_window()[source]

Raise the window. This method should be used on desktop platforms only.

New in version 1.9.1.

Note

This feature requires the SDL2 window provider and is currently only supported on desktop platforms.

register_event_manager(manager)[source]

Register and start an event manager to handle events declared in type_ids attribute.

New in version 2.1.0.

Warning

This is an experimental method and it remains so until this warning is present as it can be changed or removed in the next versions of Kivy.

release_all_keyboards()[source]

New in version 1.0.8.

This will ensure that no virtual keyboard / system keyboard is requested. All instances will be closed.

release_keyboard(target=None)[source]

New in version 1.0.4.

Internal method for the widget to release the real-keyboard. Check request_keyboard() to understand how it works.

remove_widget(widget)[source]

Remove a widget from a window

request_keyboard(callback, target, input_type='text', keyboard_suggestions=True)[source]

New in version 1.0.4.

Internal widget method to request the keyboard. This method is rarely required by the end-user as it is handled automatically by the TextInput. We expose it in case you want to handle the keyboard manually for unique input scenarios.

A widget can request the keyboard, indicating a callback to call when the keyboard is released (or taken by another widget).

Parameters:
callback: func

Callback that will be called when the keyboard is closed. This can be because somebody else requested the keyboard or the user closed it.

target: Widget

Attach the keyboard to the specified target. This should be the widget that requested the keyboard. Ensure you have a different target attached to each keyboard if you’re working in a multi user mode.

New in version 1.0.8.

input_type: string

Choose the type of soft keyboard to request. Can be one of ‘null’, ‘text’, ‘number’, ‘url’, ‘mail’, ‘datetime’, ‘tel’, ‘address’.

Note

input_type is currently only honored on Android.

New in version 1.8.0.

Changed in version 2.1.0: Added null to soft keyboard types.

keyboard_suggestions: bool

If True provides auto suggestions on top of keyboard. This will only work if input_type is set to text, url, mail or address.

New in version 2.1.0.

Return:

An instance of Keyboard containing the callback, target, and if the configuration allows it, a VKeyboard instance attached as a .widget property.

Note

The behavior of this function is heavily influenced by the current keyboard_mode. Please see the Config’s configuration tokens section for more information.

restore()[source]

Restores the size and position of a maximized or minimized window. This method should be used on desktop platforms only.

New in version 1.9.0.

Note

This feature requires the SDL2 window provider and is currently only supported on desktop platforms.

rotation

Get/set the window content rotation. Can be one of 0, 90, 180, 270 degrees.

New in version 1.0.9.

rotation is an AliasProperty.

screenshot(name='screenshot{:04d}.png')[source]

Save the actual displayed image to a file.

set_custom_titlebar(widget)[source]

Sets a Widget as a titlebar

widget:

The widget you want to set as the titlebar

New in version 2.1.0.

This function returns True on successfully setting the custom titlebar, else false

How to use this feature

1. first set Window.custom_titlebar to True
2. then call Window.set_custom_titlebar with the widget/layout you want to set as titlebar as the argument # noqa: E501

If you want a child of the widget to receive touch events, in that child define a property draggable and set it to False

If you set the property draggable on a layout, all the child in the layout will receive touch events

If you want to override default behaviour, add function in_drag_area(x,y) to the widget

The function is call with two args x,y which are mouse.x, and mouse.y the function should return

True if that point should be used to drag the window
False if you want to receive the touch event at the point

Note

If you use in_drag_area() property draggable will not be checked

Note

This feature requires the SDL2 window provider and is currently only supported on desktop platforms.

Warning

custom_titlebar must be set to True for the widget to be successfully set as a titlebar

set_icon(filename)[source]

Set the icon of the window.

New in version 1.0.5.

set_system_cursor(cursor_name)[source]

Set type of a mouse cursor in the Window.

It can be one of ‘arrow’, ‘ibeam’, ‘wait’, ‘crosshair’, ‘wait_arrow’, ‘size_nwse’, ‘size_nesw’, ‘size_we’, ‘size_ns’, ‘size_all’, ‘no’, or ‘hand’.

On some platforms there might not be a specific cursor supported and such an option falls back to one of the substitutable alternatives:

Windows

MacOS

Linux X11

Linux Wayland

arrow

arrow

arrow

arrow

arrow

ibeam

ibeam

ibeam

ibeam

ibeam

wait

wait

arrow

wait

wait

crosshair

crosshair

crosshair

crosshair

hand

wait_arrow

arrow

arrow

wait

wait

size_nwse

size_nwse

size_all

size_all

hand

size_nesw

size_nesw

size_all

size_all

hand

size_we

size_we

size_we

size_we

hand

size_ns

size_ns

size_ns

size_ns

hand

size_all

size_all

size_all

size_all

hand

no

no

no

no

ibeam

hand

hand

hand

hand

hand

New in version 1.10.1.

Note

This feature requires the SDL2 window provider and is currently only supported on desktop platforms.

set_title(title)[source]

Set the window title.

New in version 1.0.5.

set_vkeyboard_class(cls)[source]

New in version 1.0.8.

Set the VKeyboard class to use. If set to None, it will use the kivy.uix.vkeyboard.VKeyboard.

shape_color_key

Color key of the shaped window - sets which color will be hidden from the window shape_image (only works for sdl2 window provider).

New in version 1.10.1.

shape_color_key is a ColorProperty instance and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

shape_cutoff

The window shape_image cutoff property (only works for sdl2 window provider).

New in version 1.10.1.

shape_cutoff is a BooleanProperty and defaults to True.

shape_image

An image for the window shape (only works for sdl2 window provider).

Warning

The image size has to be the same like the window’s size!

New in version 1.10.1.

shape_image is a StringProperty and defaults to ‘data/images/defaultshape.png’. This value is taken from Config.

shape_mode

Window mode for shaping (only works for sdl2 window provider).

  • can be RGB only
    • default - does nothing special

    • colorkey - hides a color of the shape_color_key

  • has to contain alpha channel
    • binalpha - hides an alpha channel of the shape_image

    • reversebinalpha - shows only the alpha of the shape_image

Note

Before actually setting the mode make sure the Window has the same size like the shape_image, preferably via Config before the Window is actually created.

If the shape_image isn’t set, the default one will be used and the mode might not take the desired visual effect.

New in version 1.10.1.

shape_mode is an AliasProperty.

shaped

Read only property to check if the window is shapable or not (only works for sdl2 window provider).

New in version 1.10.1.

shaped is an AliasProperty.

show()[source]

Shows the window. This method should be used on desktop platforms only.

New in version 1.9.0.

Note

This feature requires the SDL2 window provider and is currently only supported on desktop platforms.

show_cursor

Set whether or not the cursor is shown on the window.

New in version 1.9.1.

show_cursor is a BooleanProperty and defaults to True.

size

Get the rotated size of the window. If rotation is set, then the size will change to reflect the rotation.

New in version 1.0.9.

size is an AliasProperty.

softinput_mode

This specifies the behavior of window contents on display of the soft keyboard on mobile platforms. It can be one of ‘’, ‘pan’, ‘scale’, ‘resize’ or ‘below_target’. Their effects are listed below.

Value

Effect

‘’

The main window is left as is, allowing you to use the keyboard_height to manage the window contents manually.

‘pan’

The main window pans, moving the bottom part of the window to be always on top of the keyboard.

‘resize’

The window is resized and the contents scaled to fit the remaining space.

‘below_target’

The window pans so that the current target TextInput widget requesting the keyboard is presented just above the soft keyboard.

softinput_mode is an OptionProperty and defaults to ‘’.

Note

The resize option does not currently work with SDL2 on Android.

New in version 1.9.0.

Changed in version 1.9.1: The ‘below_target’ option was added.

system_size

Real size of the window ignoring rotation. If the density is not 1, the system_size is the size divided by density.

New in version 1.0.9.

system_size is an AliasProperty.

to_normalized_pos(x, y)[source]

Transforms absolute coordinates to normalized (0-1) coordinates using system_size.

New in version 2.1.0.

toggle_fullscreen()[source]

Toggle between fullscreen and windowed mode.

Deprecated since version 1.9.0: Use fullscreen instead.

top

Top position of the window.

Note

It’s an SDL2 property with [0, 0] in the top-left corner.

Changed in version 1.10.0: top is now an AliasProperty

New in version 1.9.1.

top is an AliasProperty and defaults to the position set in Config.

transform_motion_event_2d(me, widget=None)[source]

Transforms the motion event me to this window size and then if widget is passed transforms me to widget’s local coordinates.

Raises:

AttributeError: If widget’s ancestor is None.

Note

Unless it’s a specific case, call push() before and pop() after this method’s call to preserve previous values of me’s attributes.

New in version 2.1.0.

ungrab_mouse()[source]

Ungrab mouse

New in version 1.10.0.

Note

This feature requires the SDL2 window provider.

unregister_event_manager(manager)[source]

Unregister and stop an event manager previously registered with register_event_manager().

New in version 2.1.0.

Warning

This is an experimental method and it remains so until this warning is present as it can be changed or removed in the next versions of Kivy.

width

Rotated window width.

width is a read-only AliasProperty.

Kivy module for binary dependencies.

Binary dependencies such as gstreamer is installed as a namespace module of kivy.deps. These modules are responsible for making sure that the binaries are available to kivy.

Effects

New in version 1.7.0.

Everything starts with the KineticEffect, the base class for computing velocity out of a movement.

This base class is used to implement the ScrollEffect, a base class used for our ScrollView widget effect. We have multiple implementations:

  • ScrollEffect: base class used for implementing an effect. It only calculates the scrolling and the overscroll.

  • DampedScrollEffect: uses the overscroll information to allow the user to drag more than expected. Once the user stops the drag, the position is returned to one of the bounds.

  • OpacityScrollEffect: uses the overscroll information to reduce the opacity of the scrollview widget. When the user stops the drag, the opacity is set back to 1.

Damped scroll effect

New in version 1.7.0.

This damped scroll effect will use the overscroll to calculate the scroll value, and slows going back to the upper or lower limit.

class kivy.effects.dampedscroll.DampedScrollEffect(**kwargs)[source]

Bases: kivy.effects.scroll.ScrollEffect

DampedScrollEffect class. See the module documentation for more information.

edge_damping

Edge damping.

edge_damping is a NumericProperty and defaults to 0.25

min_overscroll

An overscroll less than this amount will be normalized to 0.

New in version 1.8.0.

min_overscroll is a NumericProperty and defaults to .5.

round_value

If True, when the motion stops, value is rounded to the nearest integer.

New in version 1.8.0.

round_value is a BooleanProperty and defaults to True.

spring_constant

Spring constant.

spring_constant is a NumericProperty and defaults to 2.0

update_velocity(dt)[source]

(internal) Update the velocity according to the frametime and friction.

Kinetic effect

New in version 1.7.0.

The KineticEffect is the base class that is used to compute the velocity out of a movement. When the movement is finished, the effect will compute the position of the movement according to the velocity, and reduce the velocity with a friction. The movement stop until the velocity is 0.

Conceptually, the usage could be:

>>> effect = KineticEffect()
>>> effect.start(10)
>>> effect.update(15)
>>> effect.update(30)
>>> effect.stop(48)

Over the time, you will start a movement of a value, update it, and stop the movement. At this time, you’ll get the movement value into KineticEffect.value. On the example i’ve typed manually, the computed velocity will be:

>>> effect.velocity
3.1619100231163046

After multiple clock interaction, the velocity will decrease according to KineticEffect.friction. The computed value will be stored in KineticEffect.value. The output of this value could be:

46.30038145219605
54.58302451968686
61.9229016256196
# ...
class kivy.effects.kinetic.KineticEffect(**kwargs)[source]

Bases: kivy.event.EventDispatcher

Kinetic effect class. See module documentation for more information.

cancel()[source]

Cancel a movement. This can be used in case stop() cannot be called. It will reset is_manual to False, and compute the movement if the velocity is > 0.

friction

Friction to apply on the velocity

friction is a NumericProperty and defaults to 0.05.

is_manual

Indicate if a movement is in progress (True) or not (False).

is_manual is a BooleanProperty and defaults to False.

max_history

Save up to max_history movement value into the history. This is used for correctly calculating the velocity according to the movement.

max_history is a NumericProperty and defaults to 5.

min_distance

The minimal distance for a movement to have nonzero velocity.

New in version 1.8.0.

min_distance is NumericProperty and defaults to 0.1.

min_velocity

Velocity below this quantity is normalized to 0. In other words, any motion whose velocity falls below this number is stopped.

New in version 1.8.0.

min_velocity is a NumericProperty and defaults to 0.5.

start(val, t=None)[source]

Start the movement.

Parameters:
val: float or int

Value of the movement

t: float, defaults to None

Time when the movement happen. If no time is set, it will use time.time()

std_dt
std_dt

correction update_velocity if dt is not constant

New in version 2.0.0.

std_dt is a NumericProperty and defaults to 0.017.

stop(val, t=None)[source]

Stop the movement.

See start() for the arguments.

update(val, t=None)[source]

Update the movement.

See start() for the arguments.

update_velocity(dt)[source]

(internal) Update the velocity according to the frametime and friction.

value

Value (during the movement and computed) of the effect.

value is a NumericProperty and defaults to 0.

velocity

Velocity of the movement.

velocity is a NumericProperty and defaults to 0.

Opacity scroll effect

Based on the DampedScrollEffect, this one will also decrease the opacity of the target widget during the overscroll.

class kivy.effects.opacityscroll.OpacityScrollEffect(**kwargs)[source]

Bases: kivy.effects.dampedscroll.DampedScrollEffect

OpacityScrollEffect class. Uses the overscroll information to reduce the opacity of the scrollview widget. When the user stops the drag, the opacity is set back to 1.

Scroll effect

New in version 1.7.0.

Based on the kinetic effect, the ScrollEffect will limit the movement to bounds determined by its min and max properties. If the movement exceeds these bounds, it will calculate the amount of overscroll and try to return to the value of one of the bounds.

This is very useful for implementing a scrolling list. We actually use this class as a base effect for our ScrollView widget.

class kivy.effects.scroll.ScrollEffect(**kwargs)[source]

Bases: kivy.effects.kinetic.KineticEffect

ScrollEffect class. See the module documentation for more information.

displacement

Cumulative distance of the movement during the interaction. This is used to determine if the movement is a drag (more than drag_threshold) or not.

displacement is a NumericProperty and defaults to 0.

drag_threshold

Minimum distance to travel before the movement is considered as a drag.

drag_threshold is a NumericProperty and defaults to 20sp.

max

Maximum boundary to use for scrolling.

max is a NumericProperty and defaults to 0.

min

Minimum boundary to use for scrolling.

min is a NumericProperty and defaults to 0.

overscroll

Computed value when the user over-scrolls i.e. goes out of the bounds.

overscroll is a NumericProperty and defaults to 0.

reset(pos)[source]

(internal) Reset the value and the velocity to the pos. Mostly used when the bounds are checked.

scroll

Computed value for scrolling. This value is different from kivy.effects.kinetic.KineticEffect.value in that it will return to one of the min/max bounds.

scroll is a NumericProperty and defaults to 0.

start(val, t=None)[source]

Start the movement.

Parameters:
val: float or int

Value of the movement

t: float, defaults to None

Time when the movement happen. If no time is set, it will use time.time()

stop(val, t=None)[source]

Stop the movement.

See start() for the arguments.

target_widget

Widget to attach to this effect. Even if this class doesn’t make changes to the target_widget by default, subclasses can use it to change the graphics or apply custom transformations.

target_widget is a ObjectProperty and defaults to None.

update(val, t=None)[source]

Update the movement.

See start() for the arguments.

Event Manager

The EventManagerBase is the abstract class intended for specific implementation of dispatching motion events (instances of MotionEvent) to widgets through on_motion() method of the Widget class.

Warning

This feature is experimental and it remains so while this warning is present.

Manager is a layer between the window and its widgets. WindowBase will forward all the events it receives in on_motion() method to the all managers who declared to receive types of those events. Event will continue to go through the managers list even if one of them accept it (by returning True).

When to use an event manager

Use a manager when you want to:

  • Dispatch touch, hover, keyboard, joystick or any other events to the widgets through on_motion() method.

  • Dispatch filtered motion events by any criteria, like by a device or a profile.

  • Combine several motion events (touch, hover etc.) into one new event and dispatch it to the widgets.

  • Dispatch one-time generic events, like app pause/resume.

  • Write an event simulator, like a touch simulator which draws a circle on window’s canvas for every simulated touch.

Defining and registering an event manager

  1. Inherit EventManagerBase and set which events this manager should receive by declaring event types in EventManagerBase.type_ids attribute.

  2. Implement EventManagerBase.dispatch() which will be called by window to pass event type (one of “begin”, “update”, “end”) and an event.

  3. Implement EventManagerBase.start() and EventManagerBase.stop() to allocate and release additional resources if needed.

  4. Register a manager instance to window using method register_event_manager(). This can be done by overriding methods build() or on_start().

All registered managers are kept in the event_managers list. To unregister a manager call unregister_event_manager() which itself can be called in on_stop() method.

Dispatching events to the widgets

Once registered, window will start the manager and forward all events of types declared in EventManagerBase.type_ids to the manager’s EventManagerBase.dispatch() method. It’s up to manager to decide how to dispatch them, either by going through EventManagerBase.window.children list and dispatching on_motion event or by using some different logic. It’s also up to manager to dispatch grabbed events if grab feature is supported by the event (see grab() and ungrab() methods).

Manager can assign a different dispatch mode to decide how event should be dispatched throughout the widget tree by changing the value of the dispatch_mode attribute. Before changing the mode manager should store/restore the current one, either by using a local variable or by using event’s push() / pop() methods.

Currently there are three dispatch modes (behaviors) recognized by the on_motion method in Widget class:

  1. Default dispatch (requires MODE_DEFAULT_DISPATCH) - event will go through widget’s children list, starting with the first widget in the list until event gets accepted or last widget registered for that event is reached. Mode MODE_DEFAULT_DISPATCH is assigned by default in MotionEvent class.

  2. Filtered dispatch (requires MODE_FILTERED_DISPATCH) - event will go only through registered child widgets.

  3. No dispatch to children (requires MODE_DONT_DISPATCH) - event will not be dispatched to child widgets.

Note that window does not have a motion_filter property and therefore does not have a list of filtered widgets from its children list.

class kivy.eventmanager.EventManagerBase[source]

Bases: builtins.object

Abstract class with methods start(), stop() and dispatch() for specific class to implement.

Example of the manager receiving touch and hover events:

class TouchHoverManager(EventManagerBase):

    type_ids = ('touch', 'hover')

    def start(self):
        # Create additional resources, bind callbacks to self.window

    def dispatch(self, etype, me):
        if me.type_id == 'touch':
            # Handle touch event
        elif me.type_id == 'hover'
            # Handle hover event

    def stop(self):
        # Release resources
dispatch(etype, me)[source]

Dispatch event me to the widgets in the window.

Parameters:
etype: str

One of “begin”, “update” or “end”

me: MotionEvent

The Motion Event currently dispatched.

Returns:

bool True to stop event dispatching

New in version 2.1.0.

start()[source]

Start the manager, bind callbacks to the objects and create additional resources. Attribute window is assigned when this method is called.

New in version 2.1.0.

stop()[source]

Stop the manager, unbind from any objects and release any allocated resources.

New in version 2.1.0.

type_ids = None

Override this attribute to declare the type ids of the events which manager wants to receive. This attribute will be used by WindowBase to know which events to pass to the dispatch() method.

New in version 2.1.0.

window = None

Holds the instance of the WindowBase.

New in version 2.1.0.

kivy.eventmanager.MODE_DEFAULT_DISPATCH = 'default'

Assign this mode to make event dispatch through widget’s children list, starting with the first widget in the list until event gets accepted or last widget registered for that event is reached. Widgets after the last registered widget are ignored.

New in version 2.1.0.

kivy.eventmanager.MODE_DONT_DISPATCH = 'none'

Assign this mode to prevent event from dispatching to child widgets.

New in version 2.1.0.

kivy.eventmanager.MODE_FILTERED_DISPATCH = 'filtered'

Assign this mode to make event dispatch only to child widgets which were previously registered to receive events of the same type_id and not to all child widgets.

New in version 2.1.0.

Garden

New in version 1.7.0.

Changed in version 1.11.1.

Garden is a project to centralize addons for Kivy maintained by users. You can find more information at Kivy Garden. All the garden packages are centralized on the kivy-garden Github repository.

Warning

The garden flower widgets are contributed by regular users such as yourself. The kivy developers do not take any responsibility for the code hosted in the garden organization repositories - we do not actively monitor the flower repos. Please use at your own risk.

Update to garden structure

Starting with the kivy 1.11.0 release, kivy has shifted from using the garden legacy tool that installs flowers with garden install flower where the flower does not have a proper python package structure to flowers that can be installed with pip and uploaded to pypi. Kivy supports the legacy garden flowers side by side with the newer packages so the garden tool and legacy flowers will be able to be used indefinitely. But we will only provide support for the newer packages format in the future.

For garden package maintainers - for a guide how to migrate your garden package from the legacy structure garden.flower to the newer flower structure used with the pip, see this guide.

We hope most garden packages will be converted to the newer format to help with installation.

General Usage Guidelines

To use a kivy garden flower, first check if the flower is in the legacy format. If the flower name is in the format of garden.flower, such as garden.graph it is a legacy flower. If it is just flower such as graph it is in the present format. If it is in the legacy format see Legacy garden tool instructions for how to install and use it. Otherwise, continue with the guide below.

Garden flowers can now be installed with the pip tool like a normal python package. Given a flower that you want to install, lets use graph as an example. You can install master directly from github with:

python -m pip install https://github.com/kivy-garden/graph/archive/master.zip

Look under the repository’s releases tab if you’d like to install a specific release or a pre-compiled wheel, if the flower has any. Then use the url with pip.

Or you can automatically install it using garden’s pypi server with:

python -m pip install kivy_garden.graph --extra-index-url https://kivy-garden.github.io/simple/

To permanently add our garden server to your pip configuration so that you don’t have to specify it with –extra-index-url, add:

[global]
timeout = 60
index-url = https://kivy-garden.github.io/simple/

to your pip.conf.

If the flower maintainer has uploaded the flower to pypi, you can just install it with pip install kivy_garden.flower.

Legacy garden tool instructions

Garden is now distributed as a separate Python module, kivy-garden. You can install it with pip:

pip install kivy-garden

The garden module does not initially include any packages. You can download them with the garden tool installed by the pip package:

# Installing a garden package
garden install graph

# Upgrade a garden package
garden install --upgrade graph

# Uninstall a garden package
garden uninstall graph

# List all the garden packages installed
garden list

# Search new packages
garden search

# Search all the packages that contain "graph"
garden search graph

# Show the help
garden --help

All the garden packages are installed by default in ~/.kivy/garden.

Note

In previous versions of Kivy, garden was a tool at kivy/tools/garden. This no longer exists, but the kivy-garden module provides exactly the same functionality.

Packaging

If you want to include garden packages in your application, you can add –app to the install command. This will create a libs/garden directory in your current directory which will be used by kivy.garden.

For example:

cd myapp
garden install --app graph
kivy.garden.garden_system_dir = 'garden'

system path where garden modules can be installed

Graphics

This package assembles many low level functions used for drawing. The whole graphics package is compatible with OpenGL ES 2.0 and has many rendering optimizations.

The basics

For drawing on a screen, you will need :

  1. a Canvas object.

  2. Instruction objects.

Each Widget in Kivy already has a Canvas by default. When you create a widget, you can create all the instructions needed for drawing. If self is your current widget, you can do:

from kivy.graphics import *
with self.canvas:
    # Add a red color
    Color(1., 0, 0)

    # Add a rectangle
    Rectangle(pos=(10, 10), size=(500, 500))

The instructions Color and Rectangle are automatically added to the canvas object and will be used when the window is drawn.

Note

Kivy drawing instructions are not automatically relative to the position or size of the widget. You, therefore, need to consider these factors when drawing. In order to make your drawing instructions relative to the widget, the instructions need either to be declared in the KvLang or bound to pos and size changes. Please see Adding a Background to a Layout for more detail.

GL Reloading mechanism

New in version 1.2.0.

During the lifetime of the application, the OpenGL context might be lost. This happens:

  • when the window is resized on OS X or the Windows platform and you’re using pygame as a window provider. This is due to SDL 1.2. In the SDL 1.2 design, it needs to recreate a GL context everytime the window is resized. This was fixed in SDL 1.3 but pygame is not yet available on it by default.

  • when Android releases the app resources: when your application goes to the background, Android might reclaim your opengl context to give the resource to another app. When the user switches back to your application, a newly created gl context is given to your app.

Starting from 1.2.0, we have introduced a mechanism for reloading all the graphics resources using the GPU: Canvas, FBO, Shader, Texture, VBO, and VertexBatch:

  • VBO and VertexBatch are constructed by our graphics instructions. We have all the data needed to reconstruct when reloading.

  • Shader: same as VBO, we store the source and values used in the shader so we are able to recreate the vertex/fragment/program.

  • Texture: if the texture has a source (an image file or atlas), the image is reloaded from the source and reuploaded to the GPU.

You should cover these cases yourself:

  • Textures without a source: if you manually created a texture and manually blit data / a buffer to it, you must handle the reloading yourself. Check the Texture to learn how to manage that case. (The text rendering already generates the texture and handles the reloading. You don’t need to reload text yourself.)

  • FBO: if you added / removed / drew things multiple times on the FBO, we can’t reload it. We don’t keep a history of the instructions put on it. As for textures without a source, check the Framebuffer to learn how to manage that case.

class kivy.graphics.ApplyContextMatrix(**kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

target_stack by the matrix at the top of the ‘source_stack’

New in version 1.6.0.

source_stack

Name of the matrix stack to use as a source. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

New in version 1.6.0.

target_stack

Name of the matrix stack to use as a target. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

New in version 1.6.0.

class kivy.graphics.Bezier(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

New in version 1.0.8.

Parameters:
points: list

List of points in the format (x1, y1, x2, y2…)

segments: int, defaults to 180

Define how many segments are needed for drawing the curve. The drawing will be smoother if you have many segments.

loop: bool, defaults to False

Set the bezier curve to join the last point to the first.

dash_length: int

Length of a segment (if dashed), defaults to 1.

dash_offset: int

Distance between the end of a segment and the start of the next one, defaults to 0. Changing this makes it dashed.

dash_length

Property for getting/setting the length of the dashes in the curve.

dash_offset

Property for getting/setting the offset between the dashes in the curve.

points

Property for getting/settings the points of the triangle.

Warning

This will always reconstruct the whole graphic from the new points list. It can be very CPU intensive.

segments

Property for getting/setting the number of segments of the curve.

class kivy.graphics.BindTexture(**kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

The BindTexture Instruction will bind a texture and enable GL_TEXTURE_2D for subsequent drawing.

Parameters:
texture: Texture

Specifies the texture to bind to the given index.

source

Set/get the source (filename) to load for the texture.

class kivy.graphics.BorderImage(**kwargs)

Bases: kivy.graphics.vertex_instructions.Rectangle

concept of a CSS3 border-image.

Parameters:
border: list

Border information in the format (bottom, right, top, left). Each value is in pixels.

auto_scale: string

New in version 1.9.1.

Changed in version 1.9.2: This used to be a bool and has been changed to be a string state.

Can be one of ‘off’, ‘both’, ‘x_only’, ‘y_only’, ‘y_full_x_lower’, ‘x_full_y_lower’, ‘both_lower’.

Autoscale controls the behavior of the 9-slice.

By default the border values are preserved exactly, meaning that if the total size of the object is smaller than the border values you will have some ‘rendering errors’ where your texture appears inside out. This also makes it impossible to achieve a rounded button that scales larger than the size of its source texture. The various options for auto_scale will let you achieve some mixes of the 2 types of rendering.

‘off’: is the default and behaves as BorderImage did when auto_scale was False before.

‘both’: Scales both x and y dimension borders according to the size of the BorderImage, this disables the BorderImage making it render the same as a regular Image.

‘x_only’: The Y dimension functions as the default, and the X scales to the size of the BorderImage’s width.

‘y_only’: The X dimension functions as the default, and the Y scales to the size of the BorderImage’s height.

‘y_full_x_lower’: Y scales as in ‘y_only’, Y scales if the size of the scaled version would be smaller than the provided border only.

‘x_full_y_lower’: X scales as in ‘x_only’, Y scales if the size of the scaled version would be smaller than the provided border only.

‘both_lower’: This is what auto_scale did when it was True in 1.9.1 Both X and Y dimensions will be scaled if the BorderImage is smaller than the source.

If the BorderImage’s size is less than the sum of its borders, horizontally or vertically, and this property is set to True, the borders will be rescaled to accommodate for the smaller size.

auto_scale

Property for setting if the corners are automatically scaled when the BorderImage is too small.

border

Property for getting/setting the border of the class.

display_border

Property for getting/setting the border display size.

class kivy.graphics.BoxShadow(*args, **kwargs)

Bases: kivy.graphics.fbo.Fbo

New in version 2.2.0.

Parameters:
inset: bool, defaults to False.

Defines whether the shadow is drawn from the inside out or from the outline to the inside of the BoxShadow instruction.

size: list | tuple, defaults to (100.0, 100.0).

Define the raw size of the shadow, that is, you should not take into account changes in the value of blur_radius and spread_radius properties when setting this parameter.

pos: list | tuple, defaults to (0.0, 0.0).

Define the raw position of the shadow, that is, you should not take into account changes in the value of the offset property when setting this parameter.

offset: list | tuple, defaults to (0.0, 0.0).

Specifies shadow offsets in (horizontal, vertical) format. Positive values for the offset indicate that the shadow should move to the right and/or top. The negative ones indicate that the shadow should move to the left and/or down.

blur_radius: float, defaults to 15.0.

Define the shadow blur radius. Controls shadow expansion and softness.

spread_radius: list | tuple, defaults to (0.0, 0.0).

Define the shrink/expansion of the shadow.

border_radius: list | tuple, defaults to (0.0, 0.0, 0.0, 0.0).

Specifies the radii used for the rounded corners clockwise: top-left, top-right, bottom-right, bottom-left.

blur_radius

Define the shadow blur radius. Controls shadow expansion and softness.

Defaults to 15.0.

In the images below, the start and end positions of the shadow blur effect length are indicated. The transition between color and transparency is seamless, and although the shadow appears to end before before the dotted rectangle, its end is made to be as smooth as possible.



Note

In some cases (if this is not your intention), placing an element above the shadow (before the blur radius ends) will result in a unwanted cropping/overlay behavior rather than continuity, breaking the shadow’s soft ending, as shown in the image below.


_images/boxshadow_common_mistake_1.svg
border_radius

Specifies the radii used for the rounded corners clockwise: top-left, top-right, bottom-right, bottom-left.

Defaults to (0.0, 0.0, 0.0, 0.0).


inset

Defines whether the shadow is drawn from the inside out or from the outline to the inside of the BoxShadow instruction.

Defaults to False.

Note


Although the inset mode determines the drawing behavior of the shadow, the position of the BoxShadow instruction in the canvas hierarchy depends on the other graphic instructions present in the Canvas instruction tree.


In other words, if the target is in the canvas layer and you want to use the default inset = False mode to create an elevation effect, you must declare the BoxShadow instruction in canvas.before layer.


_images/boxshadow_example_1.png
<MyWidget@Widget>:
    size_hint: None, None
    size: 100, 100
    pos: 100, 100

    canvas.before:
        # BoxShadow statements
        Color:
            rgba: 0, 0, 0, 0.65
        BoxShadow:
            pos: self.pos
            size: self.size
            offset: 0, -10
            blur_radius: 25
            spread_radius: -10, -10
            border_radius: 10, 10, 10, 10

    canvas:
        # target element statements
        Color:
            rgba: 1, 1, 1, 1
        Rectangle:
            pos: self.pos
            size: self.size

Or, if the target is in the canvas layer and you want to use the inset = True mode to create an insertion effect, you must declare the BoxShadow instruction in the canvas layer, immediately after the target canvas declaration, or declare it in canvas.after.


_images/boxshadow_example_2.png
<MyWidget@Widget>:
    size_hint: None, None
    size: 100, 100
    pos: 100, 100

    canvas:
        # target element statements
        Color:
            rgba: 1, 1, 1, 1
        Rectangle:
            pos: self.pos
            size: self.size

        # BoxShadow statements
        Color:
            rgba: 0, 0, 0, 0.65
        BoxShadow:
            inset: True
            pos: self.pos
            size: self.size
            offset: 0, -10
            blur_radius: 25
            spread_radius: -10, -10
            border_radius: 10, 10, 10, 10

In summary:

  • Elevation effect - inset = False: the BoxShadow instruction needs to be drawn before the target element.

  • Insertion effect - inset = True: the BoxShadow instruction needs to be drawn after the target element.


In general, BoxShadow is more flexible than box-shadow (CSS) because the inset = False and inset = True modes do not limit the drawing of the shadow below and above the target element, respectively. Actually, you can define any hierarchy you want in the Canvas declaration tree, to create more complex effects that go beyond common shadow effects.

Modes:

  • False (default) - The shadow is drawn inside out the BoxShadow instruction, creating a raised effect.

  • True - The shadow is drawn from the outline to the inside of the BoxShadow instruction, creating a inset effect.

_images/boxshadow_inset.svg
offset

Specifies shadow offsets in [horizontal, vertical] format. Positive values for the offset indicate that the shadow should move to the right and/or top. The negative ones indicate that the shadow should move to the left and/or down.

Defaults to (0.0, 0.0).

For this property to work as expected, it is indicated that the value of pos coincides with the position of the target element of the shadow, as in the example below:


pos

Define the raw position of the shadow, that is, you should not take into account changes in the value of the offset property when setting this property.

  • inset OFF:

    Returns the adjusted position of the shadow according to the adjusted size of the shadow and offset property.

  • inset ON:

    Returns the raw position (the same as specified).

Defaults to (0.0, 0.0).

Note

It is recommended that this property matches the raw position of the shadow target element. To manipulate horizontal and vertical offset, use offset instead.

size

Define the raw size of the shadow, that is, you should not take into account changes in the value of blur_radius and spread_radius properties.

Defaults to (100.0, 100.0).

Note

It is recommended that this property matches the raw size of the shadow target element. To control the shrink/expansion of the shadow’s raw size, use spread_radius instead.

spread_radius

Define the shrink/expansion of the shadow in [horizontal, vertical] format.

Defaults to (0.0, 0.0).

This property is especially useful for cases where you want to achieve a softer shadow around the element, by setting negative values for spread_radius and a larger value for blur_radius as in the example.

  • inset OFF:

    In the image below, the target element has a raw size of 200 x 150px. Positive changes to the spread_radius values will cause the raw size of the shadow to increase, while negative values will cause the shadow to shrink.

    _images/boxshadow_spread_radius.svg

  • inset ON:

    Positive values will cause the shadow to grow into the bounding box, while negative values will cause the shadow to shrink.

    _images/boxshadow_spread_radius_inset.svg
class kivy.graphics.Callback(callback=None, **kwargs)

Bases: kivy.graphics.instructions.Instruction

A Callback is an instruction that will be called when the drawing operation is performed. When adding instructions to a canvas, you can do this:

with self.canvas:
    Color(1, 1, 1)
    Rectangle(pos=self.pos, size=self.size)
    Callback(self.my_callback)

The definition of the callback must be:

def my_callback(self, instr):
    print('I have been called!')

Warning

Note that if you perform many and/or costly calls to callbacks, you might potentially slow down the rendering performance significantly.

The updating of your canvas does not occur until something new happens. From your callback, you can ask for an update:

with self.canvas:
    self.cb = Callback(self.my_callback)
# then later in the code
self.cb.ask_update()

If you use the Callback class to call rendering methods of another toolkit, you will have issues with the OpenGL context. The OpenGL state may have been manipulated by the other toolkit, and as soon as program flow returns to Kivy, it will just break. You can have glitches, crashes, black holes might occur, etc. To avoid that, you can activate the reset_context option. It will reset the OpenGL context state to make Kivy’s rendering correct after the call to your callback.

Warning

The reset_context is not a full OpenGL reset. If you have issues regarding that, please contact us.

ask_update()

Inform the parent canvas that we’d like it to update on the next frame. This is useful when you need to trigger a redraw due to some value having changed for example.

New in version 1.0.4.

callback

Property for getting/setting func.

reset_context

Set this to True if you want to reset the OpenGL context for Kivy after the callback has been called.

class kivy.graphics.Canvas(**kwargs)

Bases: kivy.graphics.instructions.CanvasBase

instructions that you want to be used for drawing.

Note

The Canvas supports Python’s with statement and its enter & exit semantics.

Usage of a canvas without the with statement:

self.canvas.add(Color(1., 1., 0))
self.canvas.add(Rectangle(size=(50, 50)))

Usage of a canvas with Python’s with statement:

with self.canvas:
    Color(1., 1., 0)
    Rectangle(size=(50, 50))
add(Instruction c)

Append an Instruction to our list. If the canvas contains an after group, then this instruction is inserted just before the after group, which remains last. This is different from how insert() works, which can insert anywhere.

after

Property for getting the ‘after’ group.

ask_update()

Inform the canvas that we’d like it to update on the next frame. This is useful when you need to trigger a redraw due to some value having changed for example.

before

Property for getting the ‘before’ group.

clear()

Clears every Instruction in the canvas, leaving it clean.

draw()

Apply the instruction to our window.

has_after

Property to see if the after group has already been created.

New in version 1.7.0.

has_before

Property to see if the before group has already been created.

New in version 1.7.0.

opacity

Property to get/set the opacity value of the canvas.

New in version 1.4.1.

The opacity attribute controls the opacity of the canvas and its children. Be careful, it’s a cumulative attribute: the value is multiplied to the current global opacity and the result is applied to the current context color.

For example: if your parent has an opacity of 0.5 and a child has an opacity of 0.2, the real opacity of the child will be 0.5 * 0.2 = 0.1.

Then, the opacity is applied on the shader as:

frag_color = color * vec4(1.0, 1.0, 1.0, opacity);
remove(Instruction c)
class kivy.graphics.CanvasBase

Bases: kivy.graphics.instructions.InstructionGroup

CanvasBase provides the context manager methods for the Canvas.

class kivy.graphics.ChangeState(**kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

current render context.

New in version 1.6.0.

class kivy.graphics.ClearBuffers(*args, **kwargs)

Bases: kivy.graphics.instructions.Instruction

New in version 1.3.0.

Clear the buffers specified by the instructions buffer mask property. By default, only the coloc buffer is cleared.

clear_color

If True, the color buffer will be cleared.

clear_depth

If True, the depth buffer will be cleared.

clear_stencil

If True, the stencil buffer will be cleared.

class kivy.graphics.ClearColor(r, g, b, a, **kwargs)

Bases: kivy.graphics.instructions.Instruction

New in version 1.3.0.

Sets the clear color used to clear buffers with the glClear function or ClearBuffers graphics instructions.

a

Alpha component, between 0 and 1.

b

Blue component, between 0 and 1.

g

Green component, between 0 and 1.

r

Red component, between 0 and 1.

rgb

RGB color, a list of 3 values in 0-1 range where alpha will be 1.

rgba

RGBA color used for the clear color, a list of 4 values in the 0-1 range.

class kivy.graphics.Color(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

drawn after it.

This represents a color between 0 and 1, but is applied as a multiplier to the texture of any vertex instructions following it in a canvas. If no texture is set, the vertex instruction takes the precise color of the Color instruction.

For instance, if a Rectangle has a texture with uniform color (0.5, 0.5, 0.5, 1.0) and the preceding Color has rgba=(1, 0.5, 2, 1), the actual visible color will be (0.5, 0.25, 1.0, 1.0) since the Color instruction is applied as a multiplier to every rgba component. In this case, a Color component outside the 0-1 range gives a visible result as the intensity of the blue component is doubled.

To declare a Color in Python, you can do:

from kivy.graphics import Color

# create red v
c = Color(1, 0, 0)
# create blue color
c = Color(0, 1, 0)
# create blue color with 50% alpha
c = Color(0, 1, 0, .5)

# using hsv mode
c = Color(0, 1, 1, mode='hsv')
# using hsv mode + alpha
c = Color(0, 1, 1, .2, mode='hsv')

You can also set color components that are available as properties by passing them as keyword arguments:

c = Color(b=0.5)  # sets the blue component only

In kv lang you can set the color properties directly:

<Rule>:
    canvas:
        # red color
        Color:
            rgb: 1, 0, 0
        # blue color
        Color:
            rgb: 0, 1, 0
        # blue color with 50% alpha
        Color:
            rgba: 0, 1, 0, .5

        # using hsv mode
        Color:
            hsv: 0, 1, 1
        # using hsv mode + alpha
        Color:
            hsv: 0, 1, 1
            a: .5
a

Alpha component, between 0 and 1.

b

Blue component, between 0 and 1.

g

Green component, between 0 and 1.

h

Hue component, between 0 and 1.

hsv

HSV color, list of 3 values in 0-1 range, alpha will be 1.

r

Red component, between 0 and 1.

rgb

RGB color, list of 3 values in 0-1 range. The alpha will be 1.

rgba

RGBA color, list of 4 values in 0-1 range.

s

Saturation component, between 0 and 1.

v

Value component, between 0 and 1.

class kivy.graphics.ContextInstruction(**kwargs)

Bases: kivy.graphics.instructions.Instruction

that don’t have a direct visual representation, but instead modify the current Canvas’ state, e.g. texture binding, setting color parameters, matrix manipulation and so on.

class kivy.graphics.Ellipse(*args, **kwargs)

Bases: kivy.graphics.vertex_instructions.Rectangle

Parameters:
segments: int, the default value is calculated from the range between angle.

Define how many segments are needed for drawing the ellipse. The ellipse drawing will be smoother if you have many segments, however you can also use this property to create polygons with 3 or more sides.

angle_start: float, defaults to 0.0

Specifies the starting angle, in degrees, of the disk portion.

angle_end: float, defaults to 360.0

Specifies the ending angle, in degrees, of the disk portion.

Changed in version 1.0.7: Added angle_start and angle_end.

Changed in version 2.2.0: The default number of segments is no longer 180, it is now calculated according to the angle range, as this is a more efficient approach.

angle_end

End angle of the ellipse in degrees, defaults to 360.

angle_start

Start angle of the ellipse in degrees, defaults to 0.

segments

Property for getting/setting the number of segments of the ellipse. The ellipse drawing will be smoother if you have many segments, however you can also use this property to create polygons with 3 or more sides. Values smaller than 3 will not be represented and the number of segments will be automatically calculated.

Changed in version 2.2.0: The minimum number of segments allowed is 3. Smaller values will be ignored and the number of segments will be automatically calculated.

class kivy.graphics.Fbo(*args, **kwargs)

Bases: kivy.graphics.instructions.RenderContext

“with” statement.

Parameters:
clear_color: tuple, defaults to (0, 0, 0, 0)

Define the default color for clearing the framebuffer

size: tuple, defaults to (1024, 1024)

Default size of the framebuffer

push_viewport: bool, defaults to True

If True, the OpenGL viewport will be set to the framebuffer size, and will be automatically restored when the framebuffer released.

with_depthbuffer: bool, defaults to False

If True, the framebuffer will be allocated with a Z buffer.

with_stencilbuffer: bool, defaults to False

New in version 1.9.0.

If True, the framebuffer will be allocated with a stencil buffer.

texture: Texture, defaults to None

If None, a default texture will be created.

Note

Using both of with_stencilbuffer and with_depthbuffer is not supported in kivy 1.9.0

add_reload_observer(callback)

Add a callback to be called after the whole graphics context has been reloaded. This is where you can reupload your custom data in GPU.

New in version 1.2.0.

Parameters:
callback: func(context) -> return None

The first parameter will be the context itself

bind()

Bind the FBO to the current opengl context. Bind mean that you enable the Framebuffer, and all the drawing operations will act inside the Framebuffer, until release() is called.

The bind/release operations are automatically called when you add graphics objects into it. If you want to manipulate a Framebuffer yourself, you can use it like this:

self.fbo = FBO()
self.fbo.bind()
# do any drawing command
self.fbo.release()

# then, your fbo texture is available at
print(self.fbo.texture)
clear_buffer()

Clear the framebuffer with the clear_color.

You need to bind the framebuffer yourself before calling this method:

fbo.bind()
fbo.clear_buffer()
fbo.release()
clear_color

Clear color in (red, green, blue, alpha) format.

get_pixel_color(int wx, int wy)

Get the color of the pixel with specified window coordinates wx, wy. It returns result in RGBA format.

New in version 1.8.0.

pixels

Get the pixels texture, in RGBA format only, unsigned byte. The origin of the image is at bottom left.

New in version 1.7.0.

release()

Release the Framebuffer (unbind).

remove_reload_observer(callback)

Remove a callback from the observer list, previously added by add_reload_observer().

New in version 1.2.0.

size

Size of the framebuffer, in (width, height) format.

If you change the size, the framebuffer content will be lost.

texture

Return the framebuffer texture

exception kivy.graphics.GraphicException

Bases: Exception

Exception raised when a graphics error is fired.

class kivy.graphics.Instruction(**kwargs)

Bases: kivy.event.ObjectWithUid

usage only, don’t use it directly.

flag_data_update()
flag_update(int do_parent=1)
group

group: unicode

proxy_ref

Return a proxy reference to the Instruction i.e. without creating a reference of the widget. See weakref.proxy for more information.

New in version 1.7.2.

class kivy.graphics.InstructionGroup(**kwargs)

Bases: kivy.graphics.instructions.Instruction

of graphics instructions. It can be used directly as follows:

blue = InstructionGroup() blue.add(Color(0, 0, 1, 0.2)) blue.add(Rectangle(pos=self.pos, size=(100, 100)))

green = InstructionGroup() green.add(Color(0, 1, 0, 0.4)) green.add(Rectangle(pos=(100, 100), size=(100, 100)))

# Here, self should be a Widget or subclass [self.canvas.add(group) for group in [blue, green]]

add(Instruction c)

Add a new Instruction to our list.

children

children: list

clear()

Remove all the Instructions.

get_group(unicode groupname)

Return an iterable for all the Instructions with a specific group name.

indexof(Instruction c)
insert(int index, Instruction c)

Insert a new Instruction into our list at index.

length()
remove(Instruction c)

Remove an existing Instruction from our list.

remove_group(unicode groupname)

Remove all Instructions with a specific group name.

class kivy.graphics.Line(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

Drawing a line can be done easily:

with self.canvas:
    Line(points=[100, 100, 200, 100, 100, 200], width=10)

The line has 3 internal drawing modes that you should be aware of for optimal results:

  1. If the width is 1.0, then the standard GL_LINE drawing from OpenGL will be used. dash_length, dash_offset, and dashes will work, while properties for cap and joint have no meaning here.

  2. If the width is greater than 1.0, then a custom drawing method, based on triangulation, will be used. dash_length, dash_offset, and dashes do not work in this mode. Additionally, if the current color has an alpha less than 1.0, a stencil will be used internally to draw the line.

_images/line-instruction.png
Parameters:
points: list

List of points in the format (x1, y1, x2, y2…)

dash_length: int

Length of a segment (if dashed), defaults to 1.

dash_offset: int

Offset between the end of a segment and the beginning of the next one, defaults to 0. Changing this makes it dashed.

dashes: list of ints

List of [ON length, offset, ON length, offset, …]. E.g. [2,4,1,6,8,2] would create a line with the first dash length 2 then an offset of 4 then a dash length of 1 then an offset of 6 and so on. Defaults to []. Changing this makes it dashed and overrides dash_length and dash_offset.

width: float

Width of the line, defaults to 1.0.

cap: str, defaults to ‘round’

See cap for more information.

joint: str, defaults to ‘round’

See joint for more information.

cap_precision: int, defaults to 10

See cap_precision for more information

joint_precision: int, defaults to 10

See joint_precision for more information See cap_precision for more information.

joint_precision: int, defaults to 10

See joint_precision for more information.

close: bool, defaults to False

If True, the line will be closed.

circle: list

If set, the points will be set to build a circle. See circle for more information.

ellipse: list

If set, the points will be set to build an ellipse. See ellipse for more information.

rectangle: list

If set, the points will be set to build a rectangle. See rectangle for more information.

bezier: list

If set, the points will be set to build a bezier line. See bezier for more information.

bezier_precision: int, defaults to 180

Precision of the Bezier drawing.

Changed in version 1.0.8: dash_offset and dash_length have been added.

Changed in version 1.4.1: width, cap, joint, cap_precision, joint_precision, close, ellipse, rectangle have been added.

Changed in version 1.4.1: bezier, bezier_precision have been added.

Changed in version 1.11.0: dashes have been added

bezier

Use this property to build a bezier line, without calculating the points. You can only set this property, not get it.

The argument must be a tuple of 2n elements, n being the number of points.

Usage:

Line(bezier=(x1, y1, x2, y2, x3, y3)

New in version 1.4.2.

Note

Bezier lines calculations are inexpensive for a low number of points, but complexity is quadratic, so lines with a lot of points can be very expensive to build, use with care!

bezier_precision

Number of iteration for drawing the bezier between 2 segments, defaults to 180. The bezier_precision must be at least 1.

New in version 1.4.2.

cap

Determine the cap of the line, defaults to ‘round’. Can be one of ‘none’, ‘square’ or ‘round’

New in version 1.4.1.

cap_precision

Number of iteration for drawing the “round” cap, defaults to 10. The cap_precision must be at least 1.

New in version 1.4.1.

circle

Use this property to build a circle, without calculating the points.

The argument must be a tuple of (center_x, center_y, radius, angle_start, angle_end, segments):

  • center_x and center_y represent the center of the circle

  • radius represent the radius of the circle

  • (optional) angle_start and angle_end are in degree. The default value is 0 and 360.

  • (optional) segments is the precision of the ellipse. The default value is calculated from the range between angle.

Note that it’s up to you to close the circle or not.

For example, for building a simple ellipse, in python:

# simple circle
Line(circle=(150, 150, 50))

# only from 90 to 180 degrees
Line(circle=(150, 150, 50, 90, 180))

# only from 90 to 180 degrees, with few segments
Line(circle=(150, 150, 50, 90, 180, 20))

New in version 1.4.1.

Changed in version 2.2.0: Now you can get the circle generated through the property.

close

If True, the line will be closed by joining the two ends, according to close_mode.

New in version 1.4.1.

close_mode

Defines how the ends of the line will be connected. Defaults to "straight-line".

Note

Support for the different closing modes depends on drawing shapes.

Available modes:

  • "straight-line" (all drawing shapes): the ends will be closed by a straight line.

  • "center-connected" (ellipse specific): the ends will be closed by a line passing through the center of the ellipse.

New in version 2.2.0.

dash_length

Property for getting/setting the length of the dashes in the curve

New in version 1.0.8.

dash_offset

Property for getting/setting the offset between the dashes in the curve

New in version 1.0.8.

dashes

Property for getting/setting dashes.

List of [ON length, offset, ON length, offset, …]. E.g. [2,4,1,6,8,2] would create a line with the first dash length 2 then an offset of 4 then a dash length of 1 then an offset of 6 and so on.

New in version 1.11.0.

ellipse

Use this property to build an ellipse, without calculating the points.

The argument must be a tuple of (x, y, width, height, angle_start, angle_end, segments):

  • x and y represent the bottom left of the ellipse

  • width and height represent the size of the ellipse

  • (optional) angle_start and angle_end are in degree. The default value is 0 and 360.

  • (optional) segments is the precision of the ellipse. The default value is calculated from the range between angle. You can use this property to create polygons with 3 or more sides. Values smaller than 3 will not be represented and the number of segments will be automatically calculated.

Note that it’s up to you to close or not. If you choose to close, use close_mode to define how the figure will be closed. Whether it will be by closed by a "straight-line" or by "center-connected".

For example, for building a simple ellipse, in python:

# simple ellipse
Line(ellipse=(0, 0, 150, 150))

# only from 90 to 180 degrees
Line(ellipse=(0, 0, 150, 150, 90, 180))

# only from 90 to 180 degrees, with few segments
Line(ellipse=(0, 0, 150, 150, 90, 180, 20))

New in version 1.4.1.

Changed in version 2.2.0: Now you can get the ellipse generated through the property.

The minimum number of segments allowed is 3. Smaller values will be ignored and the number of segments will be automatically calculated.

joint

Determine the join of the line, defaults to ‘round’. Can be one of ‘none’, ‘round’, ‘bevel’, ‘miter’.

New in version 1.4.1.

joint_precision

Number of iteration for drawing the “round” joint, defaults to 10. The joint_precision must be at least 1.

New in version 1.4.1.

points

Property for getting/settings points of the line

Warning

This will always reconstruct the whole graphics from the new points list. It can be very CPU expensive.

rectangle

Use this property to build a rectangle, without calculating the points.

The argument must be a tuple of (x, y, width, height):

  • x and y represent the bottom-left position of the rectangle

  • width and height represent the size

The line is automatically closed.

Usage:

Line(rectangle=(0, 0, 200, 200))

New in version 1.4.1.

Changed in version 2.2.0: Now you can get the rectangle generated through the property.

rounded_rectangle

Use this property to build a rectangle, without calculating the points.

The argument must be a tuple of one of the following forms:

  • (x, y, width, height, corner_radius)

  • (x, y, width, height, corner_radius, resolution)

  • (x, y, width, height, corner_radius1, corner_radius2, corner_radius3, corner_radius4)

  • (x, y, width, height, corner_radius1, corner_radius2, corner_radius3, corner_radius4, resolution)

  • x and y represent the bottom-left position of the rectangle.

  • width and height represent the size.

  • corner_radius specifies the radius used for the rounded corners clockwise: top-left, top-right, bottom-right, bottom-left.

  • resolution is the number of line segment that will be used to draw the circle arc at each corner (defaults to 45).

The line is automatically closed.

Usage:

Line(rounded_rectangle=(0, 0, 200, 200, 10, 20, 30, 40, 100))

New in version 1.9.0.

Changed in version 2.2.0: Default value of resolution changed from 30 to 45.

Now you can get the rounded rectangle generated through the property.

The order of corner_radius has been changed to match the RoundedRectangle radius property (clockwise). It was bottom-left, bottom-right, top-right, top-left in previous versions. Now both are clockwise: top-left, top-right, bottom-right, bottom-left. To keep the corner radius order without changing the order manually, you can use python’s built-in method reversed or [::-1], to reverse the order of the corner radius.

width

Determine the width of the line, defaults to 1.0.

New in version 1.4.1.

class kivy.graphics.LoadIdentity(**kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

the instructions stack property (default=’modelview_mat’)

New in version 1.6.0.

stack

Name of the matrix stack to use. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

class kivy.graphics.MatrixInstruction(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

matrix

Matrix property. Matrix from the transformation module. Setting the matrix using this property when a change is made is important because it will notify the context about the update.

stack

Name of the matrix stack to use. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

New in version 1.6.0.

class kivy.graphics.Mesh(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

In OpenGL ES 2.0 and in our graphics implementation, you cannot have more than 65535 indices.

A list of vertices is described as:

vertices = [x1, y1, u1, v1, x2, y2, u2, v2, ...]
            |            |  |            |
            +---- i1 ----+  +---- i2 ----+

If you want to draw a triangle, add 3 vertices. You can then make an indices list as follows:

indices = [0, 1, 2]

New in version 1.1.0.

Parameters:
vertices: iterable

List of vertices in the format (x1, y1, u1, v1, x2, y2, u2, v2…).

indices: iterable

List of indices in the format (i1, i2, i3…).

mode: str

Mode of the vbo. Check mode for more information. Defaults to ‘points’.

fmt: list

The format for vertices, by default, each vertex is described by 2D coordinates (x, y) and 2D texture coordinate (u, v). Each element of the list should be a tuple or list, of the form

(variable_name, size, type)

which will allow mapping vertex data to the glsl instructions.

[(b’v_pos’, 2, ‘float’), (b’v_tc’, 2, ‘float’),]

will allow using

attribute vec2 v_pos; attribute vec2 v_tc;

in glsl’s vertex shader.

Changed in version 1.8.1: Before, vertices and indices would always be converted to a list, now, they are only converted to a list if they do not implement the buffer interface. So e.g. numpy arrays, python arrays etc. are used in place, without creating any additional copies. However, the buffers cannot be readonly (even though they are not changed, due to a cython limitation) and must be contiguous in memory.

Note

When passing a memoryview or a instance that implements the buffer interface, vertices should be a buffer of floats (‘f’ code in python array) and indices should be a buffer of unsigned short (‘H’ code in python array). Arrays in other formats will still have to be converted internally, negating any potential gain.

indices

Vertex indices used to specify the order when drawing the mesh.

mode

VBO Mode used for drawing vertices/indices. Can be one of ‘points’, ‘line_strip’, ‘line_loop’, ‘lines’, ‘triangles’, ‘triangle_strip’ or ‘triangle_fan’.

vertices

List of x, y, u, v coordinates used to construct the Mesh. Right now, the Mesh instruction doesn’t allow you to change the format of the vertices, which means it’s only x, y + one texture coordinate.

class kivy.graphics.Point(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

width/height of 2 times the pointsize.

Parameters:
points: list

List of points in the format (x1, y1, x2, y2…), where each pair of coordinates specifies the center of a new point.

pointsize: float, defaults to 1.

The size of the point, measured from the center to the edge. A value of 1.0 therefore means the real size will be 2.0 x 2.0.

Warning

Starting from version 1.0.7, vertex instruction have a limit of 65535 vertices (indices of vertex to be accurate). 2 entries in the list (x, y) will be converted to 4 vertices. So the limit inside Point() class is 2^15-2.

add_point(float x, float y)

Add a point to the current points list.

If you intend to add multiple points, prefer to use this method instead of reassigning a new points list. Assigning a new points list will recalculate and reupload the whole buffer into the GPU. If you use add_point, it will only upload the changes.

points

Property for getting/settings the center points in the points list. Each pair of coordinates specifies the center of a new point.

pointsize

Property for getting/setting point size. The size is measured from the center to the edge, so a value of 1.0 means the real size will be 2.0 x 2.0.

class kivy.graphics.PopMatrix(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

stack

Name of the matrix stack to use. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

New in version 1.6.0.

class kivy.graphics.PopState(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

state stack.

New in version 1.6.0.

class kivy.graphics.PushMatrix(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

stack

Name of the matrix stack to use. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

New in version 1.6.0.

class kivy.graphics.PushState(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

state stack.

New in version 1.6.0.

class kivy.graphics.Quad(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

Parameters:
points: list

List of point in the format (x1, y1, x2, y2, x3, y3, x4, y4).

points

Property for getting/settings points of the quad.

class kivy.graphics.Rectangle(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

Parameters:
pos: list

Position of the rectangle, in the format (x, y).

size: list

Size of the rectangle, in the format (width, height).

pos

Property for getting/settings the position of the rectangle.

size

Property for getting/settings the size of the rectangle.

class kivy.graphics.RenderContext(*args, **kwargs)

Bases: kivy.graphics.instructions.Canvas

  • The vertex shader

  • The fragment shader

  • The default texture

  • The state stack (color, texture, matrix…)

shader

Return the shader attached to the render context.

use_parent_frag_modelview

If True, the parent fragment modelview matrix will be used.

New in version 1.10.1: rc = RenderContext(use_parent_frag_modelview=True)

use_parent_modelview

If True, the parent modelview matrix will be used.

New in version 1.7.0.

Before:

rc['modelview_mat'] = Window.render_context['modelview_mat']

Now:

rc = RenderContext(use_parent_modelview=True)
use_parent_projection

If True, the parent projection matrix will be used.

New in version 1.7.0.

Before:

rc['projection_mat'] = Window.render_context['projection_mat']

Now:

rc = RenderContext(use_parent_projection=True)
class kivy.graphics.Rotate(*args, **kwargs)

Bases: kivy.graphics.context_instructions.Transform

on the modelview matrix. You can set the properties of the instructions afterwards with e.g.

rot.angle = 90
rot.axis = (0, 0, 1)
angle

Property for getting/setting the angle of the rotation.

axis

Property for getting/setting the axis of the rotation.

The format of the axis is (x, y, z).

origin

Origin of the rotation.

New in version 1.7.0.

The format of the origin can be either (x, y) or (x, y, z).

set(float angle, float ax, float ay, float az)

Set the angle and axis of rotation.

>>> rotationobject.set(90, 0, 0, 1)

Deprecated since version 1.7.0: The set() method doesn’t use the new origin property.

class kivy.graphics.Scale(*args, **kwargs)

Bases: kivy.graphics.context_instructions.Transform

Create using one or three arguments:

Scale(s)         # scale all three axes the same
Scale(x, y, z)   # scale the axes independently

Deprecated since version 1.6.0: Deprecated single scale property in favor of x, y, z, xyz axis independent scaled factors.

origin

Origin of the scale.

New in version 1.9.0.

The format of the origin can be either (x, y) or (x, y, z).

scale

Property for getting/setting the scale.

Deprecated since version 1.6.0: Deprecated in favor of per axis scale properties x,y,z, xyz, etc.

x

Property for getting/setting the scale on the X axis.

Changed in version 1.6.0.

xyz

3 tuple scale vector in 3D in x, y, and z axis.

Changed in version 1.6.0.

y

Property for getting/setting the scale on the Y axis.

Changed in version 1.6.0.

z

Property for getting/setting the scale on Z axis.

Changed in version 1.6.0.

class kivy.graphics.SmoothLine(**kwargs)

Bases: kivy.graphics.vertex_instructions.Line

results. It has few drawbacks:

  • drawing a line with alpha will probably not have the intended result if the line crosses itself.

  • cap, joint and dash properties are not supported.

  • it uses a custom texture with a premultiplied alpha.

  • lines under 1px in width are not supported: they will look the same.

Warning

This is an unfinished work, experimental, and subject to crashes.

New in version 1.9.0.

overdraw_width

Determine the overdraw width of the line, defaults to 1.2.

premultiplied_texture()
class kivy.graphics.StencilPop

Bases: kivy.graphics.instructions.Instruction

Pop the stencil stack. See the module documentation for more information.

class kivy.graphics.StencilPush

Bases: kivy.graphics.instructions.Instruction

Push the stencil stack. See the module documentation for more information.

class kivy.graphics.StencilUnUse

Bases: kivy.graphics.instructions.Instruction

Use current stencil buffer to unset the mask.

class kivy.graphics.StencilUse(**kwargs)

Bases: kivy.graphics.instructions.Instruction

more information.

func_op

Determine the stencil operation to use for glStencilFunc(). Can be one of ‘never’, ‘less’, ‘equal’, ‘lequal’, ‘greater’, ‘notequal’, ‘gequal’ or ‘always’.

By default, the operator is set to ‘equal’.

New in version 1.5.0.

class kivy.graphics.Translate(*args, **kwargs)

Bases: kivy.graphics.context_instructions.Transform

Construct by either:

Translate(x, y)         # translate in just the two axes
Translate(x, y, z)      # translate in all three axes
x

Property for getting/setting the translation on the X axis.

xy

2 tuple with translation vector in 2D for x and y axis.

xyz

3 tuple translation vector in 3D in x, y, and z axis.

y

Property for getting/setting the translation on the Y axis.

z

Property for getting/setting the translation on the Z axis.

class kivy.graphics.Triangle(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

Parameters:
points: list

List of points in the format (x1, y1, x2, y2, x3, y3).

points

Property for getting/settings points of the triangle.

class kivy.graphics.UpdateNormalMatrix

Bases: kivy.graphics.instructions.ContextInstruction

Update the normal matrix ‘normal_mat’ based on the current modelview matrix. This will compute ‘normal_mat’ uniform as: inverse( transpose( mat3(mvm) ) )

New in version 1.6.0.

class kivy.graphics.VertexInstruction(**kwargs)

Bases: kivy.graphics.instructions.Instruction

that have a direct visual representation on the canvas, such as Rectangles, Triangles, Lines, Ellipse and so on.

source

This property represents the filename to load the texture from. If you want to use an image as source, do it like this:

with self.canvas:
    Rectangle(source='mylogo.png', pos=self.pos, size=self.size)

Here’s the equivalent in Kivy language:

<MyWidget>:
    canvas:
        Rectangle:
            source: 'mylogo.png'
            pos: self.pos
            size: self.size

Note

The filename will be searched for using the kivy.resources.resource_find() function.

tex_coords

This property represents the texture coordinates used for drawing the vertex instruction. The value must be a list of 8 values.

A texture coordinate has a position (u, v), and a size (w, h). The size can be negative, and would represent the ‘flipped’ texture. By default, the tex_coords are:

[u, v, u + w, v, u + w, v + h, u, v + h]

You can pass your own texture coordinates if you want to achieve fancy effects.

Warning

The default values just mentioned can be negative. Depending on the image and label providers, the coordinates are flipped vertically because of the order in which the image is internally stored. Instead of flipping the image data, we are just flipping the texture coordinates to be faster.

texture

Property that represents the texture used for drawing this Instruction. You can set a new texture like this:

from kivy.core.image import Image

texture = Image('logo.png').texture
with self.canvas:
    Rectangle(texture=texture, pos=self.pos, size=self.size)

Usually, you will use the source attribute instead of the texture.

kivy.graphics.gl_init_resources()

BoxShadow

New in version 2.2.0.

BoxShadow is a graphical instruction used to add a shadow effect to an element.

Its behavior is similar to the concept of a CSS3 box-shadow.

_images/boxshadow.png

The BoxShadow declaration must occur inside a Canvas statement. It works similarly to other graphical instructions such as Rectangle, RoundedRectangle, etc.

Note

Although the BoxShadow graphical instruction has a visually similar behavior to box-shadow (CSS), the hierarchy of the drawing layer of BoxShadow in relation to the target element must be defined following the same layer hierarchy rules as when declaring other canvas instructions.


For more details, refer to the inset mode.

Example:
_images/boxshadow_demo.gif
<MyWidget>:
    Button:
        pos_hint: {"center_x": 0.5, "center_y": 0.5}
        size_hint: None, None
        size: 200, 150
        background_down: self.background_normal
        canvas.before:
            Color:
                rgba: 0, 0, 1, 0.85
            BoxShadow:
                pos: self.pos
                size: self.size
                offset: 0, -10
                spread_radius: -20, -20
                border_radius: 10, 10, 10, 10
                blur_radius: 80 if self.state == "normal" else 50
class kivy.graphics.boxshadow.BoxShadow(*args, **kwargs)

Bases: kivy.graphics.fbo.Fbo

New in version 2.2.0.

Parameters:
inset: bool, defaults to False.

Defines whether the shadow is drawn from the inside out or from the outline to the inside of the BoxShadow instruction.

size: list | tuple, defaults to (100.0, 100.0).

Define the raw size of the shadow, that is, you should not take into account changes in the value of blur_radius and spread_radius properties when setting this parameter.

pos: list | tuple, defaults to (0.0, 0.0).

Define the raw position of the shadow, that is, you should not take into account changes in the value of the offset property when setting this parameter.

offset: list | tuple, defaults to (0.0, 0.0).

Specifies shadow offsets in (horizontal, vertical) format. Positive values for the offset indicate that the shadow should move to the right and/or top. The negative ones indicate that the shadow should move to the left and/or down.

blur_radius: float, defaults to 15.0.

Define the shadow blur radius. Controls shadow expansion and softness.

spread_radius: list | tuple, defaults to (0.0, 0.0).

Define the shrink/expansion of the shadow.

border_radius: list | tuple, defaults to (0.0, 0.0, 0.0, 0.0).

Specifies the radii used for the rounded corners clockwise: top-left, top-right, bottom-right, bottom-left.

blur_radius

Define the shadow blur radius. Controls shadow expansion and softness.

Defaults to 15.0.

In the images below, the start and end positions of the shadow blur effect length are indicated. The transition between color and transparency is seamless, and although the shadow appears to end before before the dotted rectangle, its end is made to be as smooth as possible.



Note

In some cases (if this is not your intention), placing an element above the shadow (before the blur radius ends) will result in a unwanted cropping/overlay behavior rather than continuity, breaking the shadow’s soft ending, as shown in the image below.


_images/boxshadow_common_mistake_1.svg
border_radius

Specifies the radii used for the rounded corners clockwise: top-left, top-right, bottom-right, bottom-left.

Defaults to (0.0, 0.0, 0.0, 0.0).


inset

Defines whether the shadow is drawn from the inside out or from the outline to the inside of the BoxShadow instruction.

Defaults to False.

Note


Although the inset mode determines the drawing behavior of the shadow, the position of the BoxShadow instruction in the canvas hierarchy depends on the other graphic instructions present in the Canvas instruction tree.


In other words, if the target is in the canvas layer and you want to use the default inset = False mode to create an elevation effect, you must declare the BoxShadow instruction in canvas.before layer.


_images/boxshadow_example_1.png
<MyWidget@Widget>:
    size_hint: None, None
    size: 100, 100
    pos: 100, 100

    canvas.before:
        # BoxShadow statements
        Color:
            rgba: 0, 0, 0, 0.65
        BoxShadow:
            pos: self.pos
            size: self.size
            offset: 0, -10
            blur_radius: 25
            spread_radius: -10, -10
            border_radius: 10, 10, 10, 10

    canvas:
        # target element statements
        Color:
            rgba: 1, 1, 1, 1
        Rectangle:
            pos: self.pos
            size: self.size

Or, if the target is in the canvas layer and you want to use the inset = True mode to create an insertion effect, you must declare the BoxShadow instruction in the canvas layer, immediately after the target canvas declaration, or declare it in canvas.after.


_images/boxshadow_example_2.png
<MyWidget@Widget>:
    size_hint: None, None
    size: 100, 100
    pos: 100, 100

    canvas:
        # target element statements
        Color:
            rgba: 1, 1, 1, 1
        Rectangle:
            pos: self.pos
            size: self.size

        # BoxShadow statements
        Color:
            rgba: 0, 0, 0, 0.65
        BoxShadow:
            inset: True
            pos: self.pos
            size: self.size
            offset: 0, -10
            blur_radius: 25
            spread_radius: -10, -10
            border_radius: 10, 10, 10, 10

In summary:

  • Elevation effect - inset = False: the BoxShadow instruction needs to be drawn before the target element.

  • Insertion effect - inset = True: the BoxShadow instruction needs to be drawn after the target element.


In general, BoxShadow is more flexible than box-shadow (CSS) because the inset = False and inset = True modes do not limit the drawing of the shadow below and above the target element, respectively. Actually, you can define any hierarchy you want in the Canvas declaration tree, to create more complex effects that go beyond common shadow effects.

Modes:

  • False (default) - The shadow is drawn inside out the BoxShadow instruction, creating a raised effect.

  • True - The shadow is drawn from the outline to the inside of the BoxShadow instruction, creating a inset effect.

_images/boxshadow_inset.svg
offset

Specifies shadow offsets in [horizontal, vertical] format. Positive values for the offset indicate that the shadow should move to the right and/or top. The negative ones indicate that the shadow should move to the left and/or down.

Defaults to (0.0, 0.0).

For this property to work as expected, it is indicated that the value of pos coincides with the position of the target element of the shadow, as in the example below:


pos

Define the raw position of the shadow, that is, you should not take into account changes in the value of the offset property when setting this property.

  • inset OFF:

    Returns the adjusted position of the shadow according to the adjusted size of the shadow and offset property.

  • inset ON:

    Returns the raw position (the same as specified).

Defaults to (0.0, 0.0).

Note

It is recommended that this property matches the raw position of the shadow target element. To manipulate horizontal and vertical offset, use offset instead.

size

Define the raw size of the shadow, that is, you should not take into account changes in the value of blur_radius and spread_radius properties.

Defaults to (100.0, 100.0).

Note

It is recommended that this property matches the raw size of the shadow target element. To control the shrink/expansion of the shadow’s raw size, use spread_radius instead.

spread_radius

Define the shrink/expansion of the shadow in [horizontal, vertical] format.

Defaults to (0.0, 0.0).

This property is especially useful for cases where you want to achieve a softer shadow around the element, by setting negative values for spread_radius and a larger value for blur_radius as in the example.

  • inset OFF:

    In the image below, the target element has a raw size of 200 x 150px. Positive changes to the spread_radius values will cause the raw size of the shadow to increase, while negative values will cause the shadow to shrink.

    _images/boxshadow_spread_radius.svg

  • inset ON:

    Positive values will cause the shadow to grow into the bounding box, while negative values will cause the shadow to shrink.

    _images/boxshadow_spread_radius_inset.svg

Canvas

The Canvas is the root object used for drawing by a Widget. Check the class documentation for more information about the usage of Canvas.

class kivy.graphics.instructions.Callback(callback=None, **kwargs)

Bases: kivy.graphics.instructions.Instruction

A Callback is an instruction that will be called when the drawing operation is performed. When adding instructions to a canvas, you can do this:

with self.canvas:
    Color(1, 1, 1)
    Rectangle(pos=self.pos, size=self.size)
    Callback(self.my_callback)

The definition of the callback must be:

def my_callback(self, instr):
    print('I have been called!')

Warning

Note that if you perform many and/or costly calls to callbacks, you might potentially slow down the rendering performance significantly.

The updating of your canvas does not occur until something new happens. From your callback, you can ask for an update:

with self.canvas:
    self.cb = Callback(self.my_callback)
# then later in the code
self.cb.ask_update()

If you use the Callback class to call rendering methods of another toolkit, you will have issues with the OpenGL context. The OpenGL state may have been manipulated by the other toolkit, and as soon as program flow returns to Kivy, it will just break. You can have glitches, crashes, black holes might occur, etc. To avoid that, you can activate the reset_context option. It will reset the OpenGL context state to make Kivy’s rendering correct after the call to your callback.

Warning

The reset_context is not a full OpenGL reset. If you have issues regarding that, please contact us.

ask_update()

Inform the parent canvas that we’d like it to update on the next frame. This is useful when you need to trigger a redraw due to some value having changed for example.

New in version 1.0.4.

callback

Property for getting/setting func.

reset_context

Set this to True if you want to reset the OpenGL context for Kivy after the callback has been called.

class kivy.graphics.instructions.Canvas(**kwargs)

Bases: kivy.graphics.instructions.CanvasBase

instructions that you want to be used for drawing.

Note

The Canvas supports Python’s with statement and its enter & exit semantics.

Usage of a canvas without the with statement:

self.canvas.add(Color(1., 1., 0))
self.canvas.add(Rectangle(size=(50, 50)))

Usage of a canvas with Python’s with statement:

with self.canvas:
    Color(1., 1., 0)
    Rectangle(size=(50, 50))
add(Instruction c)

Append an Instruction to our list. If the canvas contains an after group, then this instruction is inserted just before the after group, which remains last. This is different from how insert() works, which can insert anywhere.

after

Property for getting the ‘after’ group.

ask_update()

Inform the canvas that we’d like it to update on the next frame. This is useful when you need to trigger a redraw due to some value having changed for example.

before

Property for getting the ‘before’ group.

clear()

Clears every Instruction in the canvas, leaving it clean.

draw()

Apply the instruction to our window.

has_after

Property to see if the after group has already been created.

New in version 1.7.0.

has_before

Property to see if the before group has already been created.

New in version 1.7.0.

opacity

Property to get/set the opacity value of the canvas.

New in version 1.4.1.

The opacity attribute controls the opacity of the canvas and its children. Be careful, it’s a cumulative attribute: the value is multiplied to the current global opacity and the result is applied to the current context color.

For example: if your parent has an opacity of 0.5 and a child has an opacity of 0.2, the real opacity of the child will be 0.5 * 0.2 = 0.1.

Then, the opacity is applied on the shader as:

frag_color = color * vec4(1.0, 1.0, 1.0, opacity);
remove(Instruction c)
class kivy.graphics.instructions.CanvasBase

Bases: kivy.graphics.instructions.InstructionGroup

CanvasBase provides the context manager methods for the Canvas.

class kivy.graphics.instructions.ContextInstruction(**kwargs)

Bases: kivy.graphics.instructions.Instruction

that don’t have a direct visual representation, but instead modify the current Canvas’ state, e.g. texture binding, setting color parameters, matrix manipulation and so on.

class kivy.graphics.instructions.Instruction(**kwargs)

Bases: kivy.event.ObjectWithUid

usage only, don’t use it directly.

flag_data_update()
flag_update(int do_parent=1)
group

group: unicode

proxy_ref

Return a proxy reference to the Instruction i.e. without creating a reference of the widget. See weakref.proxy for more information.

New in version 1.7.2.

class kivy.graphics.instructions.InstructionGroup(**kwargs)

Bases: kivy.graphics.instructions.Instruction

of graphics instructions. It can be used directly as follows:

blue = InstructionGroup() blue.add(Color(0, 0, 1, 0.2)) blue.add(Rectangle(pos=self.pos, size=(100, 100)))

green = InstructionGroup() green.add(Color(0, 1, 0, 0.4)) green.add(Rectangle(pos=(100, 100), size=(100, 100)))

# Here, self should be a Widget or subclass [self.canvas.add(group) for group in [blue, green]]

add(Instruction c)

Add a new Instruction to our list.

children

children: list

clear()

Remove all the Instructions.

get_group(unicode groupname)

Return an iterable for all the Instructions with a specific group name.

indexof(Instruction c)
insert(int index, Instruction c)

Insert a new Instruction into our list at index.

length()
remove(Instruction c)

Remove an existing Instruction from our list.

remove_group(unicode groupname)

Remove all Instructions with a specific group name.

class kivy.graphics.instructions.RenderContext(*args, **kwargs)

Bases: kivy.graphics.instructions.Canvas

  • The vertex shader

  • The fragment shader

  • The default texture

  • The state stack (color, texture, matrix…)

shader

Return the shader attached to the render context.

use_parent_frag_modelview

If True, the parent fragment modelview matrix will be used.

New in version 1.10.1: rc = RenderContext(use_parent_frag_modelview=True)

use_parent_modelview

If True, the parent modelview matrix will be used.

New in version 1.7.0.

Before:

rc['modelview_mat'] = Window.render_context['modelview_mat']

Now:

rc = RenderContext(use_parent_modelview=True)
use_parent_projection

If True, the parent projection matrix will be used.

New in version 1.7.0.

Before:

rc['projection_mat'] = Window.render_context['projection_mat']

Now:

rc = RenderContext(use_parent_projection=True)
class kivy.graphics.instructions.VertexInstruction(**kwargs)

Bases: kivy.graphics.instructions.Instruction

that have a direct visual representation on the canvas, such as Rectangles, Triangles, Lines, Ellipse and so on.

source

This property represents the filename to load the texture from. If you want to use an image as source, do it like this:

with self.canvas:
    Rectangle(source='mylogo.png', pos=self.pos, size=self.size)

Here’s the equivalent in Kivy language:

<MyWidget>:
    canvas:
        Rectangle:
            source: 'mylogo.png'
            pos: self.pos
            size: self.size

Note

The filename will be searched for using the kivy.resources.resource_find() function.

tex_coords

This property represents the texture coordinates used for drawing the vertex instruction. The value must be a list of 8 values.

A texture coordinate has a position (u, v), and a size (w, h). The size can be negative, and would represent the ‘flipped’ texture. By default, the tex_coords are:

[u, v, u + w, v, u + w, v + h, u, v + h]

You can pass your own texture coordinates if you want to achieve fancy effects.

Warning

The default values just mentioned can be negative. Depending on the image and label providers, the coordinates are flipped vertically because of the order in which the image is internally stored. Instead of flipping the image data, we are just flipping the texture coordinates to be faster.

texture

Property that represents the texture used for drawing this Instruction. You can set a new texture like this:

from kivy.core.image import Image

texture = Image('logo.png').texture
with self.canvas:
    Rectangle(texture=texture, pos=self.pos, size=self.size)

Usually, you will use the source attribute instead of the texture.

CGL: standard C interface for OpenGL

Kivy uses OpenGL and therefore requires a backend that provides it. The backend used is controlled through the USE_OPENGL_MOCK and USE_SDL2 compile-time variables and through the KIVY_GL_BACKEND runtime environmental variable.

Currently, OpenGL is used through direct linking (gl/glew), sdl2, or by mocking it. Setting USE_OPENGL_MOCK disables gl/glew. Similarly, setting USE_SDL2 to 0 will disable sdl2. Mocking is always available.

At runtime the following backends are available and can be set using KIVY_GL_BACKEND:

  • gl – Available on unix (the default backend). Unavailable when USE_OPENGL_MOCK=0. Requires gl be installed.

  • glew – Available on Windows (the default backend). Unavailable when USE_OPENGL_MOCK=0. Requires glew be installed.

  • sdl2 – Available on Windows/unix (the default when gl/glew is disabled). Unavailable when USE_SDL2=0. Requires kivy_deps.sdl2 be installed.

  • angle_sdl2 – Available on Windows with Python 3.5+. Unavailable when USE_SDL2=0. Requires kivy_deps.sdl2 and kivy_deps.angle be installed.

  • mock – Always available. Doesn’t actually do anything.

Additionally, the following environmental runtime variables control the graphics system:

  • KIVY_GL_DEBUG – Logs al gl calls when 1.

  • KIVY_GRAPHICS – Forces OpenGL ES2 when it is gles. OpenGL ES2 is always used on the android, ios, rpi, and mali OSs.

kivy.graphics.cgl.cgl_get_backend_name(allowed=[], ignored=[])
kivy.graphics.cgl.cgl_get_initialized_backend_name()
kivy.graphics.cgl.cgl_init(allowed=[], ignored=[])

Context instructions

The context instructions represent non graphics elements such as:

  • Matrix manipulations (PushMatrix, PopMatrix, Rotate, Translate, Scale, MatrixInstruction)

  • Color manipulations (Color)

  • Texture bindings (BindTexture)

Changed in version 1.0.8: The LineWidth instruction has been removed. It wasn’t working before and we actually have no working implementation. We need to do more experimentation to get it right. Check the bug #207 for more information.

class kivy.graphics.context_instructions.BindTexture(**kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

The BindTexture Instruction will bind a texture and enable GL_TEXTURE_2D for subsequent drawing.

Parameters:
texture: Texture

Specifies the texture to bind to the given index.

source

Set/get the source (filename) to load for the texture.

class kivy.graphics.context_instructions.Color(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

drawn after it.

This represents a color between 0 and 1, but is applied as a multiplier to the texture of any vertex instructions following it in a canvas. If no texture is set, the vertex instruction takes the precise color of the Color instruction.

For instance, if a Rectangle has a texture with uniform color (0.5, 0.5, 0.5, 1.0) and the preceding Color has rgba=(1, 0.5, 2, 1), the actual visible color will be (0.5, 0.25, 1.0, 1.0) since the Color instruction is applied as a multiplier to every rgba component. In this case, a Color component outside the 0-1 range gives a visible result as the intensity of the blue component is doubled.

To declare a Color in Python, you can do:

from kivy.graphics import Color

# create red v
c = Color(1, 0, 0)
# create blue color
c = Color(0, 1, 0)
# create blue color with 50% alpha
c = Color(0, 1, 0, .5)

# using hsv mode
c = Color(0, 1, 1, mode='hsv')
# using hsv mode + alpha
c = Color(0, 1, 1, .2, mode='hsv')

You can also set color components that are available as properties by passing them as keyword arguments:

c = Color(b=0.5)  # sets the blue component only

In kv lang you can set the color properties directly:

<Rule>:
    canvas:
        # red color
        Color:
            rgb: 1, 0, 0
        # blue color
        Color:
            rgb: 0, 1, 0
        # blue color with 50% alpha
        Color:
            rgba: 0, 1, 0, .5

        # using hsv mode
        Color:
            hsv: 0, 1, 1
        # using hsv mode + alpha
        Color:
            hsv: 0, 1, 1
            a: .5
a

Alpha component, between 0 and 1.

b

Blue component, between 0 and 1.

g

Green component, between 0 and 1.

h

Hue component, between 0 and 1.

hsv

HSV color, list of 3 values in 0-1 range, alpha will be 1.

r

Red component, between 0 and 1.

rgb

RGB color, list of 3 values in 0-1 range. The alpha will be 1.

rgba

RGBA color, list of 4 values in 0-1 range.

s

Saturation component, between 0 and 1.

v

Value component, between 0 and 1.

class kivy.graphics.context_instructions.MatrixInstruction(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

matrix

Matrix property. Matrix from the transformation module. Setting the matrix using this property when a change is made is important because it will notify the context about the update.

stack

Name of the matrix stack to use. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

New in version 1.6.0.

class kivy.graphics.context_instructions.PopMatrix(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

stack

Name of the matrix stack to use. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

New in version 1.6.0.

class kivy.graphics.context_instructions.PushMatrix(*args, **kwargs)

Bases: kivy.graphics.instructions.ContextInstruction

stack

Name of the matrix stack to use. Can be ‘modelview_mat’, ‘projection_mat’ or ‘frag_modelview_mat’.

New in version 1.6.0.

class kivy.graphics.context_instructions.Rotate(*args, **kwargs)

Bases: kivy.graphics.context_instructions.Transform

on the modelview matrix. You can set the properties of the instructions afterwards with e.g.

rot.angle = 90
rot.axis = (0, 0, 1)
angle

Property for getting/setting the angle of the rotation.

axis

Property for getting/setting the axis of the rotation.

The format of the axis is (x, y, z).

origin

Origin of the rotation.

New in version 1.7.0.

The format of the origin can be either (x, y) or (x, y, z).

set(float angle, float ax, float ay, float az)

Set the angle and axis of rotation.

>>> rotationobject.set(90, 0, 0, 1)

Deprecated since version 1.7.0: The set() method doesn’t use the new origin property.

class kivy.graphics.context_instructions.Scale(*args, **kwargs)

Bases: kivy.graphics.context_instructions.Transform

Create using one or three arguments:

Scale(s)         # scale all three axes the same
Scale(x, y, z)   # scale the axes independently

Deprecated since version 1.6.0: Deprecated single scale property in favor of x, y, z, xyz axis independent scaled factors.

origin

Origin of the scale.

New in version 1.9.0.

The format of the origin can be either (x, y) or (x, y, z).

scale

Property for getting/setting the scale.

Deprecated since version 1.6.0: Deprecated in favor of per axis scale properties x,y,z, xyz, etc.

x

Property for getting/setting the scale on the X axis.

Changed in version 1.6.0.

xyz

3 tuple scale vector in 3D in x, y, and z axis.

Changed in version 1.6.0.

y

Property for getting/setting the scale on the Y axis.

Changed in version 1.6.0.

z

Property for getting/setting the scale on Z axis.

Changed in version 1.6.0.

class kivy.graphics.context_instructions.Translate(*args, **kwargs)

Bases: kivy.graphics.context_instructions.Transform

Construct by either:

Translate(x, y)         # translate in just the two axes
Translate(x, y, z)      # translate in all three axes
x

Property for getting/setting the translation on the X axis.

xy

2 tuple with translation vector in 2D for x and y axis.

xyz

3 tuple translation vector in 3D in x, y, and z axis.

y

Property for getting/setting the translation on the Y axis.

z

Property for getting/setting the translation on the Z axis.

kivy.graphics.context_instructions.gl_init_resources()

Context management

New in version 1.2.0.

This class manages a registry of all created graphics instructions. It has the ability to flush and delete them.

You can read more about Kivy graphics contexts in the Graphics module documentation. These are based on OpenGL graphics contexts.

class kivy.graphics.context.Context

Bases: builtins.object

observer callbacks. See add_reload_observer() and remove_reload_observer() for more information.

add_reload_observer(callback, before=False)

(internal) Add a callback to be called after the whole graphics context has been reloaded. This is where you can reupload your custom data into the GPU.

Parameters:
callback: func(context) -> return None

The first parameter will be the context itself

before: boolean, defaults to False

If True, the callback will be executed before all the reloading processes. Use it if you want to clear your cache for example.

Changed in version 1.4.0: before parameter added.

flag_update_canvas()
flush() void
gl_dealloc(*largs)
reload()
remove_reload_observer(callback, before=False)

(internal) Remove a callback from the observer list previously added by add_reload_observer().

trigger_gl_dealloc()

Framebuffer

The Fbo is like an offscreen window. You can activate the fbo for rendering into a texture and use your fbo as a texture for other drawing.

The Fbo acts as a kivy.graphics.instructions.Canvas.

Here is an example of using an fbo for some colored rectangles:

from kivy.graphics import Fbo, Color, Rectangle

class FboTest(Widget):
    def __init__(self, **kwargs):
        super(FboTest, self).__init__(**kwargs)

        # first step is to create the fbo and use the fbo texture on other
        # rectangle

        with self.canvas:
            # create the fbo
            self.fbo = Fbo(size=(256, 256))

            # show our fbo on the widget in different size
            Color(1, 1, 1)
            Rectangle(size=(32, 32), texture=self.fbo.texture)
            Rectangle(pos=(32, 0), size=(64, 64), texture=self.fbo.texture)
            Rectangle(pos=(96, 0), size=(128, 128), texture=self.fbo.texture)

        # in the second step, you can draw whatever you want on the fbo
        with self.fbo:
            Color(1, 0, 0, .8)
            Rectangle(size=(256, 64))
            Color(0, 1, 0, .8)
            Rectangle(size=(64, 256))

If you change anything in the self.fbo object, it will be automatically updated. The canvas where the fbo is put will be automatically updated as well.

Reloading the FBO content

New in version 1.2.0.

If the OpenGL context is lost, then the FBO is lost too. You need to reupload data on it yourself. Use the Fbo.add_reload_observer() to add a reloading function that will be automatically called when needed:

def __init__(self, **kwargs):
    super(...).__init__(**kwargs)
    self.fbo = Fbo(size=(512, 512))
    self.fbo.add_reload_observer(self.populate_fbo)

    # and load the data now.
    self.populate_fbo(self.fbo)


def populate_fbo(self, fbo):
    with fbo:
        # .. put your Color / Rectangle / ... here

This way, you could use the same method for initialization and for reloading. But it’s up to you.

class kivy.graphics.fbo.Fbo(*args, **kwargs)

Bases: kivy.graphics.instructions.RenderContext

“with” statement.

Parameters:
clear_color: tuple, defaults to (0, 0, 0, 0)

Define the default color for clearing the framebuffer

size: tuple, defaults to (1024, 1024)

Default size of the framebuffer

push_viewport: bool, defaults to True

If True, the OpenGL viewport will be set to the framebuffer size, and will be automatically restored when the framebuffer released.

with_depthbuffer: bool, defaults to False

If True, the framebuffer will be allocated with a Z buffer.

with_stencilbuffer: bool, defaults to False

New in version 1.9.0.

If True, the framebuffer will be allocated with a stencil buffer.

texture: Texture, defaults to None

If None, a default texture will be created.

Note

Using both of with_stencilbuffer and with_depthbuffer is not supported in kivy 1.9.0

add_reload_observer(callback)

Add a callback to be called after the whole graphics context has been reloaded. This is where you can reupload your custom data in GPU.

New in version 1.2.0.

Parameters:
callback: func(context) -> return None

The first parameter will be the context itself

bind()

Bind the FBO to the current opengl context. Bind mean that you enable the Framebuffer, and all the drawing operations will act inside the Framebuffer, until release() is called.

The bind/release operations are automatically called when you add graphics objects into it. If you want to manipulate a Framebuffer yourself, you can use it like this:

self.fbo = FBO()
self.fbo.bind()
# do any drawing command
self.fbo.release()

# then, your fbo texture is available at
print(self.fbo.texture)
clear_buffer()

Clear the framebuffer with the clear_color.

You need to bind the framebuffer yourself before calling this method:

fbo.bind()
fbo.clear_buffer()
fbo.release()
clear_color

Clear color in (red, green, blue, alpha) format.

get_pixel_color(int wx, int wy)

Get the color of the pixel with specified window coordinates wx, wy. It returns result in RGBA format.

New in version 1.8.0.

pixels

Get the pixels texture, in RGBA format only, unsigned byte. The origin of the image is at bottom left.

New in version 1.7.0.

release()

Release the Framebuffer (unbind).

remove_reload_observer(callback)

Remove a callback from the observer list, previously added by add_reload_observer().

New in version 1.2.0.

size

Size of the framebuffer, in (width, height) format.

If you change the size, the framebuffer content will be lost.

texture

Return the framebuffer texture

GL instructions

New in version 1.3.0.

Clearing an FBO

To clear an FBO, you can use ClearColor and ClearBuffers instructions like this example:

self.fbo = Fbo(size=self.size)
with self.fbo:
    ClearColor(0, 0, 0, 0)
    ClearBuffers()
class kivy.graphics.gl_instructions.ClearBuffers(*args, **kwargs)

Bases: kivy.graphics.instructions.Instruction

New in version 1.3.0.

Clear the buffers specified by the instructions buffer mask property. By default, only the coloc buffer is cleared.

clear_color

If True, the color buffer will be cleared.

clear_depth

If True, the depth buffer will be cleared.

clear_stencil

If True, the stencil buffer will be cleared.

class kivy.graphics.gl_instructions.ClearColor(r, g, b, a, **kwargs)

Bases: kivy.graphics.instructions.Instruction

New in version 1.3.0.

Sets the clear color used to clear buffers with the glClear function or ClearBuffers graphics instructions.

a

Alpha component, between 0 and 1.

b

Blue component, between 0 and 1.

g

Green component, between 0 and 1.

r

Red component, between 0 and 1.

rgb

RGB color, a list of 3 values in 0-1 range where alpha will be 1.

rgba

RGBA color used for the clear color, a list of 4 values in the 0-1 range.

Graphics compiler

Before rendering an InstructionGroup, we compile the group in order to reduce the number of instructions executed at rendering time.

Reducing the context instructions

Imagine that you have a scheme like this:

Color(1, 1, 1)
Rectangle(source='button.png', pos=(0, 0), size=(20, 20))
Color(1, 1, 1)
Rectangle(source='button.png', pos=(10, 10), size=(20, 20))
Color(1, 1, 1)
Rectangle(source='button.png', pos=(10, 20), size=(20, 20))

The real instructions seen by the graphics canvas would be:

Color: change 'color' context to 1, 1, 1
BindTexture: change 'texture0' to `button.png texture`
Rectangle: push vertices (x1, y1...) to vbo & draw
Color: change 'color' context to 1, 1, 1
BindTexture: change 'texture0' to `button.png texture`
Rectangle: push vertices (x1, y1...) to vbo & draw
Color: change 'color' context to 1, 1, 1
BindTexture: change 'texture0' to `button.png texture`
Rectangle: push vertices (x1, y1...) to vbo & draw

Only the first Color and BindTexture are useful and really change the context. We can reduce them to:

Color: change 'color' context to 1, 1, 1
BindTexture: change 'texture0' to `button.png texture`
Rectangle: push vertices (x1, y1...) to vbo & draw
Rectangle: push vertices (x1, y1...) to vbo & draw
Rectangle: push vertices (x1, y1...) to vbo & draw

This is what the compiler does in the first place, by flagging all the unused instruction with GI_IGNORE flag. As soon as a Color content changes, the whole InstructionGroup will be recompiled and a previously unused Color might be used for the next compilation.

Note to any Kivy contributor / internal developer:

  • All context instructions are checked to see if they change anything in the cache.

  • We must ensure that a context instruction is needed for our current Canvas.

  • We must ensure that we don’t depend of any other canvas.

  • We must reset our cache if one of our children is another instruction group because we don’t know whether it might do weird things or not.

OpenGL

This module is a Python wrapper for OpenGL commands.

Warning

Not every OpenGL command has been wrapped and because we are using the C binding for higher performance, and you should rather stick to the Kivy Graphics API. By using OpenGL commands directly, you might change the OpenGL context and introduce inconsistency between the Kivy state and the OpenGL state.

kivy.graphics.opengl.glActiveTexture(GLenum texture)

See: glActiveTexture() on Kronos website

kivy.graphics.opengl.glAttachShader(GLuint program, GLuint shader)

See: glAttachShader() on Kronos website

kivy.graphics.opengl.glBindAttribLocation(GLuint program, GLuint index, bytes name)

See: glBindAttribLocation() on Kronos website

kivy.graphics.opengl.glBindBuffer(GLenum target, GLuint buffer)

See: glBindBuffer() on Kronos website

kivy.graphics.opengl.glBindFramebuffer(GLenum target, GLuint framebuffer)

See: glBindFramebuffer() on Kronos website

kivy.graphics.opengl.glBindRenderbuffer(GLenum target, GLuint renderbuffer)

See: glBindRenderbuffer() on Kronos website

kivy.graphics.opengl.glBindTexture(GLenum target, GLuint texture)

See: glBindTexture() on Kronos website

kivy.graphics.opengl.glBlendColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)

See: glBlendColor() on Kronos website

kivy.graphics.opengl.glBlendEquation(GLenum mode)

See: glBlendEquation() on Kronos website

kivy.graphics.opengl.glBlendEquationSeparate(GLenum modeRGB, GLenum modeAlpha)

See: glBlendEquationSeparate() on Kronos website

kivy.graphics.opengl.glBlendFunc(GLenum sfactor, GLenum dfactor)

See: glBlendFunc() on Kronos website

kivy.graphics.opengl.glBlendFuncSeparate(GLenum srcRGB, GLenum dstRGB, GLenum srcAlpha, GLenum dstAlpha)

See: glBlendFuncSeparate() on Kronos website

kivy.graphics.opengl.glBufferData(GLenum target, GLsizeiptr size, bytes data, GLenum usage)

See: glBufferData() on Kronos website

kivy.graphics.opengl.glBufferSubData(GLenum target, GLintptr offset, GLsizeiptr size, bytes data)

See: glBufferSubData() on Kronos website

kivy.graphics.opengl.glCheckFramebufferStatus(GLenum target)

See: glCheckFramebufferStatus() on Kronos website

kivy.graphics.opengl.glClear(GLbitfield mask)

See: glClear() on Kronos website

kivy.graphics.opengl.glClearColor(GLclampf red, GLclampf green, GLclampf blue, GLclampf alpha)

See: glClearColor() on Kronos website

kivy.graphics.opengl.glClearStencil(GLint s)

See: glClearStencil() on Kronos website

kivy.graphics.opengl.glColorMask(GLboolean red, GLboolean green, GLboolean blue, GLboolean alpha)

See: glColorMask() on Kronos website

kivy.graphics.opengl.glCompileShader(GLuint shader)

See: glCompileShader() on Kronos website

kivy.graphics.opengl.glCompressedTexImage2D(GLenum target, GLint level, GLenum internalformat, GLsizei width, GLsizei height, GLint border, GLsizei imageSize, bytes data)

See: glCompressedTexImage2D() on Kronos website

kivy.graphics.opengl.glCompressedTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLsizei imageSize, bytes data)

See: glCompressedTexSubImage2D() on Kronos website

kivy.graphics.opengl.glCopyTexImage2D(GLenum target, GLint level, GLenum internalformat, GLint x, GLint y, GLsizei width, GLsizei height, GLint border)

See: glCopyTexImage2D() on Kronos website

kivy.graphics.opengl.glCopyTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLint x, GLint y, GLsizei width, GLsizei height)

See: glCopyTexSubImage2D() on Kronos website

kivy.graphics.opengl.glCreateProgram()

See: glCreateProgram() on Kronos website

kivy.graphics.opengl.glCreateShader(GLenum type)

See: glCreateShader() on Kronos website

kivy.graphics.opengl.glCullFace(GLenum mode)

See: glCullFace() on Kronos website

kivy.graphics.opengl.glDeleteBuffers(GLsizei n, bytes buffers)

See: glDeleteBuffers() on Kronos website

kivy.graphics.opengl.glDeleteFramebuffers(GLsizei n, bytes framebuffers)

See: glDeleteFramebuffers() on Kronos website

kivy.graphics.opengl.glDeleteProgram(GLuint program)

See: glDeleteProgram() on Kronos website

kivy.graphics.opengl.glDeleteRenderbuffers(GLsizei n, bytes renderbuffers)

See: glDeleteRenderbuffers() on Kronos website

kivy.graphics.opengl.glDeleteShader(GLuint shader)

See: glDeleteShader() on Kronos website

kivy.graphics.opengl.glDeleteTextures(GLsizei n, bytes textures)

See: glDeleteTextures() on Kronos website

kivy.graphics.opengl.glDepthFunc(GLenum func)

See: glDepthFunc() on Kronos website

kivy.graphics.opengl.glDepthMask(GLboolean flag)

See: glDepthMask() on Kronos website

kivy.graphics.opengl.glDetachShader(GLuint program, GLuint shader)

See: glDetachShader() on Kronos website

kivy.graphics.opengl.glDisable(GLenum cap)

See: glDisable() on Kronos website

kivy.graphics.opengl.glDisableVertexAttribArray(GLuint index)

See: glDisableVertexAttribArray() on Kronos website

kivy.graphics.opengl.glDrawArrays(GLenum mode, GLint first, GLsizei count)

See: glDrawArrays() on Kronos website

kivy.graphics.opengl.glDrawElements(GLenum mode, GLsizei count, GLenum type, indices)

See: glDrawElements() on Kronos website

kivy.graphics.opengl.glEnable(GLenum cap)

See: glEnable() on Kronos website

kivy.graphics.opengl.glEnableVertexAttribArray(GLuint index)

See: glEnableVertexAttribArray() on Kronos website

kivy.graphics.opengl.glFinish()

See: glFinish() on Kronos website

kivy.graphics.opengl.glFlush()

See: glFlush() on Kronos website

kivy.graphics.opengl.glFramebufferRenderbuffer(GLenum target, GLenum attachment, GLenum renderbuffertarget, GLuint renderbuffer)

See: glFramebufferRenderbuffer() on Kronos website

kivy.graphics.opengl.glFramebufferTexture2D(GLenum target, GLenum attachment, GLenum textarget, GLuint texture, GLint level)

See: glFramebufferTexture2D() on Kronos website

kivy.graphics.opengl.glFrontFace(GLenum mode)

See: glFrontFace() on Kronos website

kivy.graphics.opengl.glGenBuffers(GLsizei n)

See: glGenBuffers() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGenFramebuffers(GLsizei n)

See: glGenFramebuffers() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGenRenderbuffers(GLsizei n)

See: glGenRenderbuffers() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGenTextures(GLsizei n)

See: glGenTextures() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGenerateMipmap(GLenum target)

See: glGenerateMipmap() on Kronos website

kivy.graphics.opengl.glGetActiveAttrib(GLuint program, GLuint index)

See: glGetActiveAttrib() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetActiveUniform(GLuint program, GLuint index)

See: glGetActiveUniform() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetAttachedShaders(GLuint program, GLsizei maxcount)

See: glGetAttachedShaders() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetAttribLocation(GLuint program, bytes name)

See: glGetAttribLocation() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetBooleanv(GLenum pname)

See: glGetBooleanv() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetBufferParameteriv(GLenum target, GLenum pname)

See: glGetBufferParameteriv() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetError()

See: glGetError() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetFloatv(GLenum pname)

See: glGetFloatv() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetFramebufferAttachmentParameteriv(GLenum target, GLenum attachment, GLenum pname)

See: glGetFramebufferAttachmentParameteriv() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetIntegerv(GLenum pname)

See: glGetIntegerv() on Kronos website

Unlike the C specification, the value(s) will be the result of the call

kivy.graphics.opengl.glGetProgramInfoLog(GLuint program, GLsizei bufsize)

See: glGetProgramInfoLog() on Kronos website

Unlike the C specification, the source code will be returned as a string.

kivy.graphics.opengl.glGetProgramiv(GLuint program, GLenum pname)

See: glGetProgramiv() on Kronos website

Unlike the C specification, the value(s) will be the result of the call

kivy.graphics.opengl.glGetRenderbufferParameteriv(GLenum target, GLenum pname)

See: glGetRenderbufferParameteriv() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetShaderInfoLog(GLuint shader, GLsizei bufsize)

See: glGetShaderInfoLog() on Kronos website

Unlike the C specification, the source code will be returned as a string.

kivy.graphics.opengl.glGetShaderPrecisionFormat(GLenum shadertype, GLenum precisiontype)

See: glGetShaderPrecisionFormat() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glGetShaderSource(GLuint shader)

See: glGetShaderSource() on Kronos website

Unlike the C specification, the source code will be returned as a string.

kivy.graphics.opengl.glGetShaderiv(GLuint shader, GLenum pname)

See: glGetShaderiv() on Kronos website

Unlike the C specification, the value will be the result of call.

kivy.graphics.opengl.glGetString(GLenum name)

See: glGetString() on Kronos website

Unlike the C specification, the value will be returned as a string.

kivy.graphics.opengl.glGetTexParameterfv(GLenum target, GLenum pname)

See: glGetTexParameterfv() on Kronos website

kivy.graphics.opengl.glGetTexParameteriv(GLenum target, GLenum pname)

See: glGetTexParameteriv() on Kronos website

kivy.graphics.opengl.glGetUniformLocation(GLuint program, bytes name)

See: glGetUniformLocation() on Kronos website

kivy.graphics.opengl.glGetUniformfv(GLuint program, GLint location)

See: glGetUniformfv() on Kronos website

kivy.graphics.opengl.glGetUniformiv(GLuint program, GLint location)

See: glGetUniformiv() on Kronos website

kivy.graphics.opengl.glGetVertexAttribPointerv(GLuint index, GLenum pname)

See: glGetVertexAttribPointerv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glGetVertexAttribfv(GLuint index, GLenum pname)

See: glGetVertexAttribfv() on Kronos website

kivy.graphics.opengl.glGetVertexAttribiv(GLuint index, GLenum pname)

See: glGetVertexAttribiv() on Kronos website

kivy.graphics.opengl.glHint(GLenum target, GLenum mode)

See: glHint() on Kronos website

kivy.graphics.opengl.glIsBuffer(GLuint buffer)

See: glIsBuffer() on Kronos website

kivy.graphics.opengl.glIsEnabled(GLenum cap)

See: glIsEnabled() on Kronos website

kivy.graphics.opengl.glIsFramebuffer(GLuint framebuffer)

See: glIsFramebuffer() on Kronos website

kivy.graphics.opengl.glIsProgram(GLuint program)

See: glIsProgram() on Kronos website

kivy.graphics.opengl.glIsRenderbuffer(GLuint renderbuffer)

See: glIsRenderbuffer() on Kronos website

kivy.graphics.opengl.glIsShader(GLuint shader)

See: glIsShader() on Kronos website

kivy.graphics.opengl.glIsTexture(GLuint texture)

See: glIsTexture() on Kronos website

kivy.graphics.opengl.glLineWidth(GLfloat width)

See: glLineWidth() on Kronos website

kivy.graphics.opengl.glLinkProgram(GLuint program)

See: glLinkProgram() on Kronos website

kivy.graphics.opengl.glPixelStorei(GLenum pname, GLint param)

See: glPixelStorei() on Kronos website

kivy.graphics.opengl.glPolygonOffset(GLfloat factor, GLfloat units)

See: glPolygonOffset() on Kronos website

kivy.graphics.opengl.glReadPixels(GLint x, GLint y, GLsizei width, GLsizei height, GLenum format, GLenum type)

See: glReadPixels() on Kronos website

We support only GL_RGB/GL_RGBA as a format and GL_UNSIGNED_BYTE as a type.

kivy.graphics.opengl.glReleaseShaderCompiler()

See: glReleaseShaderCompiler() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glRenderbufferStorage(GLenum target, GLenum internalformat, GLsizei width, GLsizei height)

See: glRenderbufferStorage() on Kronos website

kivy.graphics.opengl.glSampleCoverage(GLclampf value, GLboolean invert)

See: glSampleCoverage() on Kronos website

kivy.graphics.opengl.glScissor(GLint x, GLint y, GLsizei width, GLsizei height)

See: glScissor() on Kronos website

kivy.graphics.opengl.glShaderBinary()

See: glShaderBinary() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glShaderSource(GLuint shader, bytes source)

See: glShaderSource() on Kronos website

kivy.graphics.opengl.glStencilFunc(GLenum func, GLint ref, GLuint mask)

See: glStencilFunc() on Kronos website

kivy.graphics.opengl.glStencilFuncSeparate(GLenum face, GLenum func, GLint ref, GLuint mask)

See: glStencilFuncSeparate() on Kronos website

kivy.graphics.opengl.glStencilMask(GLuint mask)

See: glStencilMask() on Kronos website

kivy.graphics.opengl.glStencilMaskSeparate(GLenum face, GLuint mask)

See: glStencilMaskSeparate() on Kronos website

kivy.graphics.opengl.glStencilOp(GLenum fail, GLenum zfail, GLenum zpass)

See: glStencilOp() on Kronos website

kivy.graphics.opengl.glStencilOpSeparate(GLenum face, GLenum fail, GLenum zfail, GLenum zpass)

See: glStencilOpSeparate() on Kronos website

kivy.graphics.opengl.glTexImage2D(GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, bytes pixels)

See: glTexImage2D() on Kronos website

kivy.graphics.opengl.glTexParameterf(GLenum target, GLenum pname, GLfloat param)

See: glTexParameterf() on Kronos website

kivy.graphics.opengl.glTexParameterfv(GLenum target, GLenum pname)

See: glTexParameterfv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glTexParameteri(GLenum target, GLenum pname, GLint param)

See: glTexParameteri() on Kronos website

kivy.graphics.opengl.glTexParameteriv(GLenum target, GLenum pname)

See: glTexParameteriv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glTexSubImage2D(GLenum target, GLint level, GLint xoffset, GLint yoffset, GLsizei width, GLsizei height, GLenum format, GLenum type, bytes pixels)

See: glTexSubImage2D() on Kronos website

kivy.graphics.opengl.glUniform1f(GLint location, GLfloat x)

See: glUniform1f() on Kronos website

kivy.graphics.opengl.glUniform1fv(GLint location, GLsizei count)

See: glUniform1fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniform1i(GLint location, GLint x)

See: glUniform1i() on Kronos website

kivy.graphics.opengl.glUniform1iv(GLint location, GLsizei count)

See: glUniform1iv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniform2f(GLint location, GLfloat x, GLfloat y)

See: glUniform2f() on Kronos website

kivy.graphics.opengl.glUniform2fv(GLint location, GLsizei count)

See: glUniform2fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniform2i(GLint location, GLint x, GLint y)

See: glUniform2i() on Kronos website

kivy.graphics.opengl.glUniform2iv(GLint location, GLsizei count)

See: glUniform2iv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniform3f(GLint location, GLfloat x, GLfloat y, GLfloat z)

See: glUniform3f() on Kronos website

kivy.graphics.opengl.glUniform3fv(GLint location, GLsizei count)

See: glUniform3fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniform3i(GLint location, GLint x, GLint y, GLint z)

See: glUniform3i() on Kronos website

kivy.graphics.opengl.glUniform3iv(GLint location, GLsizei count)

See: glUniform3iv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniform4f(GLint location, GLfloat x, GLfloat y, GLfloat z, GLfloat w)

See: glUniform4f() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniform4fv(GLint location, GLsizei count)

See: glUniform4fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniform4i(GLint location, GLint x, GLint y, GLint z, GLint w)

See: glUniform4i() on Kronos website

kivy.graphics.opengl.glUniform4iv(GLint location, GLsizei count)

See: glUniform4iv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniformMatrix2fv(GLint location, GLsizei count)

See: glUniformMatrix2fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniformMatrix3fv(GLint location, GLsizei count)

See: glUniformMatrix3fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glUniformMatrix4fv(GLint location, GLsizei count, GLboolean transpose, bytes value)

See: glUniformMatrix4fv() on Kronos website

kivy.graphics.opengl.glUseProgram(GLuint program)

See: glUseProgram() on Kronos website

kivy.graphics.opengl.glValidateProgram(GLuint program)

See: glValidateProgram() on Kronos website

kivy.graphics.opengl.glVertexAttrib1f(GLuint indx, GLfloat x)

See: glVertexAttrib1f() on Kronos website

kivy.graphics.opengl.glVertexAttrib1fv(GLuint indx, list values)

See: glVertexAttrib1fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glVertexAttrib2f(GLuint indx, GLfloat x, GLfloat y)

See: glVertexAttrib2f() on Kronos website

kivy.graphics.opengl.glVertexAttrib2fv(GLuint indx, list values)

See: glVertexAttrib2fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glVertexAttrib3f(GLuint indx, GLfloat x, GLfloat y, GLfloat z)

See: glVertexAttrib3f() on Kronos website

kivy.graphics.opengl.glVertexAttrib3fv(GLuint indx, list values)

See: glVertexAttrib3fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glVertexAttrib4f(GLuint indx, GLfloat x, GLfloat y, GLfloat z, GLfloat w)

See: glVertexAttrib4f() on Kronos website

kivy.graphics.opengl.glVertexAttrib4fv(GLuint indx, list values)

See: glVertexAttrib4fv() on Kronos website

Warning

Not implemented yet.

kivy.graphics.opengl.glVertexAttribPointer(GLuint index, GLint size, GLenum type, GLboolean normalized, GLsizei stride, data)

See: glVertexAttribPointer() on Kronos website

kivy.graphics.opengl.glViewport(GLint x, GLint y, GLsizei width, GLsizei height)

See: glViewport() on Kronos website

kivy.graphics.opengl.gl_init_symbols(allowed=[], ignored=[])

OpenGL utilities

New in version 1.0.7.

kivy.graphics.opengl_utils.gl_get_extensions() list

Return a list of OpenGL extensions available. All the names in the list have the GL_ stripped at the start (if it exists) and are in lowercase.

>>> print(gl_get_extensions())
['arb_blend_func_extended', 'arb_color_buffer_float', 'arb_compatibility',
 'arb_copy_buffer'... ]
kivy.graphics.opengl_utils.gl_get_texture_formats() tuple

Return a list of texture formats recognized by kivy. The texture list is informative but might not been supported by your hardware. If you want a list of supported textures, you must filter that list as follows:

supported_fmts = [gl_has_texture_format(x) for x in gl_get_texture_formats()]
kivy.graphics.opengl_utils.gl_get_version() tuple

Return the (major, minor) OpenGL version, parsed from the GL_VERSION.

New in version 1.2.0.

kivy.graphics.opengl_utils.gl_get_version_major() int

Return the major component of the OpenGL version.

New in version 1.2.0.

kivy.graphics.opengl_utils.gl_get_version_minor() int

Return the minor component of the OpenGL version.

New in version 1.2.0.

kivy.graphics.opengl_utils.gl_has_capability(int cap) int

Return the status of a OpenGL Capability. This is a wrapper that auto-discovers all the capabilities that Kivy might need. The current capabilities tested are:

  • GLCAP_BGRA: Test the support of BGRA texture format

  • GLCAP_NPOT: Test the support of Non Power of Two texture

  • GLCAP_S3TC: Test the support of S3TC texture (DXT1, DXT3, DXT5)

  • GLCAP_DXT1: Test the support of DXT texture (subset of S3TC)

  • GLCAP_ETC1: Test the support of ETC1 texture

kivy.graphics.opengl_utils.gl_has_extension(name) int

Check if an OpenGL extension is available. If the name starts with GL_, it will be stripped for the test and converted to lowercase.

>>> gl_has_extension('NV_get_tex_image')
False
>>> gl_has_extension('OES_texture_npot')
True
kivy.graphics.opengl_utils.gl_has_texture_conversion(fmt) int

Return 1 if the texture can be converted to a native format.

kivy.graphics.opengl_utils.gl_has_texture_format(fmt) int

Return whether a texture format is supported by your system, natively or by conversion. For example, if your card doesn’t support ‘bgra’, we are able to convert to ‘rgba’ but only in software mode.

kivy.graphics.opengl_utils.gl_has_texture_native_format(fmt) int

Return 1 if the texture format is handled natively.

>>> gl_has_texture_format('azdmok')
0
>>> gl_has_texture_format('rgba')
1
>>> gl_has_texture_format('s3tc_dxt1')
[INFO   ] [GL          ] S3TC texture support is available
[INFO   ] [GL          ] DXT1 texture support is available
1
kivy.graphics.opengl_utils.gl_register_get_size(int constid, int size)

Register an association between an OpenGL Const used in glGet* to a number of elements.

By example, the GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX is a special pname that will return the integer 1 (nvidia only).

>>> GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX = 0x9047
>>> gl_register_get_size(GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX, 1)
>>> glGetIntegerv(GPU_MEMORY_INFO_DEDICATED_VIDMEM_NVX)[0]
524288

Scissor Instructions

New in version 1.9.1.

Scissor instructions clip your drawing area into a rectangular region.

The area provided to clip is in screenspace pixels and must be provided as integer values not floats.

The following code will draw a circle on top of our widget while clipping the circle so it does not expand beyond the widget borders.

with self.canvas.after:
    #If our widget is inside another widget that modified the coordinates
    #spacing (such as ScrollView) we will want to convert to Window coords
    x,y = self.to_window(*self.pos)
    width, height = self.size
    #We must convert from the possible float values provided by kivy
    #widgets to an integer screenspace, in python3 round returns an int so
    #the int cast will be unnecessary.
    ScissorPush(x=int(round(x)), y=int(round(y)),
        width=int(round(width)), height=int(round(height)))
    Color(rgba=(1., 0., 0., .5))
    Ellipse(size=(width*2., height*2.),
        pos=self.center)
    ScissorPop()
class kivy.graphics.scissor_instructions.Rect(int x, int y, int width, int height)

Bases: builtins.object

Rect class used internally by ScissorStack and ScissorPush to determine correct clipping area.

intersect(Rect other)
class kivy.graphics.scissor_instructions.ScissorPop

Bases: kivy.graphics.instructions.Instruction

Pop the scissor stack. Call after ScissorPush, once you have completed the drawing you wish to be clipped.

class kivy.graphics.scissor_instructions.ScissorPush(**kwargs)

Bases: kivy.graphics.instructions.Instruction

to control the area and position of the scissoring region. Defaults to 0, 0, 100, 100

Scissor works by clipping all drawing outside of a rectangle starting at int x, int y position and having sides of int width by int height in Window space coordinates

class kivy.graphics.scissor_instructions.ScissorStack

Bases: builtins.object

Class used internally to keep track of the current state of glScissors regions. Do not instantiate, prefer to inspect the module’s scissor_stack.

pop()
push(element)

Shader

The Shader class handles the compilation of the vertex and fragment shader as well as the creation of the program in OpenGL.

Todo

Include more complete documentation about the shader.

Header inclusion

New in version 1.0.7.

When you are creating a Shader, Kivy will always include default parameters. If you don’t want to rewrite this each time you want to customize / write a new shader, you can add the “$HEADER$” token and it will be replaced by the corresponding shader header.

Here is the header for the fragment Shader:

#ifdef GL_ES
    precision highp float;
#endif

/* Outputs from the vertex shader */
varying vec4 frag_color;
varying vec2 tex_coord0;

/* uniform texture samplers */
uniform sampler2D texture0;

uniform mat4 frag_modelview_mat;

And the header for vertex Shader:

#ifdef GL_ES
    precision highp float;
#endif

/* Outputs to the fragment shader */
varying vec4 frag_color;
varying vec2 tex_coord0;

/* vertex attributes */
attribute vec2     vPosition;
attribute vec2     vTexCoords0;

/* uniform variables */
uniform mat4       modelview_mat;
uniform mat4       projection_mat;
uniform vec4       color;
uniform float      opacity;
Single file glsl shader programs

New in version 1.6.0.

To simplify shader management, the vertex and fragment shaders can be loaded automatically from a single glsl source file (plain text). The file should contain sections identified by a line starting with ‘—vertex’ and ‘—fragment’ respectively (case insensitive), e.g.

// anything before a meaningful section such as this comment are ignored

---VERTEX SHADER--- // vertex shader starts here
void main(){
    ...
}

---FRAGMENT SHADER--- // fragment shader starts here
void main(){
    ...
}

The source property of the Shader should be set to the filename of a glsl shader file (of the above format), e.g. phong.glsl

class kivy.graphics.shader.Shader(unicode vs=None, unicode fs=None, unicode source=None)

Bases: builtins.object

Parameters:
vs: string, defaults to None

Source code for vertex shader

fs: string, defaults to None

Source code for fragment shader

fs

Fragment shader source code.

If you set a new fragment shader code source, it will be automatically compiled and will replace the current fragment shader.

source

glsl source code.

source should be the filename of a glsl shader that contains both the vertex and fragment shader sourcecode, each designated by a section header consisting of one line starting with either “–VERTEX” or “–FRAGMENT” (case insensitive).

New in version 1.6.0.

success

Indicate whether the shader loaded successfully and is ready for usage or not.

vs

Vertex shader source code.

If you set a new vertex shader code source, it will be automatically compiled and will replace the current vertex shader.

Stencil instructions

New in version 1.0.4.

Changed in version 1.3.0: The stencil operation has been updated to resolve some issues that appeared when nested. You must now have a StencilUnUse and repeat the same operation as you did after StencilPush.

Stencil instructions permit you to draw and use the current drawing as a mask. They don’t give as much control as pure OpenGL, but you can still do fancy things!

The stencil buffer can be controlled using these 3 instructions:

  • StencilPush: push a new stencil layer. Any drawing that happens after this will be used as a mask.

  • StencilUse : now draw the next instructions and use the stencil for masking them.

  • StencilUnUse : stop using the stencil i.e. remove the mask and draw normally.

  • StencilPop : pop the current stencil layer.

You should always respect this scheme:

StencilPush

# PHASE 1: put any drawing instructions to use as a mask here.

StencilUse

# PHASE 2: all the drawing here will be automatically clipped by the
# mask created in PHASE 1.

StencilUnUse

# PHASE 3: put the same drawing instruction here as you did in PHASE 1

StencilPop

# PHASE 4: the stencil is now removed from the stack and unloaded.
Limitations
  • Drawing in PHASE 1 and PHASE 3 must not collide or you will get unexpected results

  • The stencil is activated as soon as you perform a StencilPush

  • The stencil is deactivated as soon as you’ve correctly popped all the stencil layers

  • You must not play with stencils yourself between a StencilPush / StencilPop

  • You can push another stencil after a StencilUse / before the StencilPop

  • You can push up to 128 layers of stencils (8 for kivy < 1.3.0)

Example of stencil usage

Here is an example, in kv style:

StencilPush

# create a rectangular mask with a pos of (100, 100) and a (100, 100) size.
Rectangle:
    pos: 100, 100
    size: 100, 100

StencilUse

# we want to show a big green rectangle, however, the previous stencil
# mask will crop us :)
Color:
    rgb: 0, 1, 0
Rectangle:
    size: 900, 900

StencilUnUse

# you must redraw the stencil mask to remove it
Rectangle:
    pos: 100, 100
    size: 100, 100

StencilPop
class kivy.graphics.stencil_instructions.StencilPop

Bases: kivy.graphics.instructions.Instruction

Pop the stencil stack. See the module documentation for more information.

class kivy.graphics.stencil_instructions.StencilPush

Bases: kivy.graphics.instructions.Instruction

Push the stencil stack. See the module documentation for more information.

class kivy.graphics.stencil_instructions.StencilUnUse

Bases: kivy.graphics.instructions.Instruction

Use current stencil buffer to unset the mask.

class kivy.graphics.stencil_instructions.StencilUse(**kwargs)

Bases: kivy.graphics.instructions.Instruction

more information.

func_op

Determine the stencil operation to use for glStencilFunc(). Can be one of ‘never’, ‘less’, ‘equal’, ‘lequal’, ‘greater’, ‘notequal’, ‘gequal’ or ‘always’.

By default, the operator is set to ‘equal’.

New in version 1.5.0.

SVG

New in version 1.9.0.

Warning

This is highly experimental and subject to change. Don’t use it in production.

Load an SVG as a graphics instruction:

from kivy.graphics.svg import Svg
with widget.canvas:
    svg = Svg("image.svg")

There is no widget that can display Svg directly, you have to make your own for now. Check the examples/svg for more information.

class kivy.graphics.svg.Svg(source=None, anchor_x=0, anchor_y=0, bezier_points=64, circle_points=64, color=None)

Bases: kivy.graphics.instructions.RenderContext

anchor_x

Horizontal anchor position for scaling and rotations. Defaults to 0. The symbolic values ‘left’, ‘center’ and ‘right’ are also accepted.

anchor_y

Vertical anchor position for scaling and rotations. Defaults to 0. The symbolic values ‘bottom’, ‘center’ and ‘top’ are also accepted.

color

The default color

Used for SvgElements that specify “currentColor”

Changed in version 1.10.3: The color is gettable and settable

New in version 1.9.1.

current_color

current_color: object

gradients

gradients: object

height

height: ‘double’

set_tree(tree)

sets the tree used to render the Svg and triggers reloading.

Parameters:

tree (xml.etree.cElementTree) – the tree parsed from the SVG source

New in version 2.0.0.

source

Filename / source to load.

The parsing and rendering is done as soon as you set the source.

Changed in version 2.0.0: The property name is now source instead of filename

Changed in version 1.10.3: You can get the used filename

width

width: ‘double’

Tesselator

New in version 1.9.0.

_images/tesselator-filled.png _images/tesselator-debug.png

Warning

This is experimental and subject to change as long as this warning notice is present. Only TYPE_POLYGONS is currently supported.

Tesselator is a library for tesselating polygons, based on libtess2. It renders concave filled polygons by first tesselating them into convex polygons. It also supports holes.

Usage

First, you need to create a Tesselator object and add contours. The first one is the external contour of your shape and all of the following ones should be holes:

from kivy.graphics.tesselator import Tesselator

tess = Tesselator()
tess.add_contour([0, 0, 200, 0, 200, 200, 0, 200])
tess.add_contour([50, 50, 150, 50, 150, 150, 50, 150])

Second, call the Tesselator.tesselate() method to compute the points. It is possible that the tesselator won’t work. In that case, it can return False:

if not tess.tesselate():
    print("Tesselator didn't work :(")
    return

After the tessellation, you have multiple ways to iterate over the result. The best approach is using Tesselator.meshes to get a format directly usable for a Mesh:

for vertices, indices in tess.meshes:
    self.canvas.add(Mesh(
        vertices=vertices,
        indices=indices,
        mode="triangle_fan"
    ))

Or, you can get the “raw” result, with just polygons and x/y coordinates with Tesselator.vertices():

for vertices in tess.vertices:
    print("got polygon", vertices)
class kivy.graphics.tesselator.Tesselator

Bases: builtins.object

Tesselator class. See module for more information about the usage.

add_contour(points)

Add a contour to the tesselator. It can be:

  • a list of [x, y, x2, y2, …] coordinates

  • a float array: array(“f”, [x, y, x2, y2, …])

  • any buffer with floats in it.

element_count

Returns the number of convex polygon.

meshes

Iterate through the result of the tesselate() to give a result that can be easily pushed into Kivy`s Mesh object.

It’s a list of: [[vertices, indices], [vertices, indices], …]. The vertices in the format [x, y, u, v, x2, y2, u2, v2].

Careful, u/v coordinates are the same as x/y. You are responsible to change them for texture mapping if you need to.

You can create Mesh objects like that:

tess = Tesselator()
# add contours here
tess.tesselate()
for vertices, indices in self.meshes:
    self.canvas.add(Mesh(
        vertices=vertices,
        indices=indices,
        mode="triangle_fan"))
tesselate(int winding_rule=WINDING_ODD, int element_type=TYPE_POLYGONS, int polysize=65535) int

Compute all the contours added with add_contour(), and generate polygons.

Parameters:
winding_rule: enum

The winding rule classifies a region as inside if its winding number belongs to the chosen category. Can be one of WINDING_ODD, WINDING_NONZERO, WINDING_POSITIVE, WINDING_NEGATIVE, WINDING_ABS_GEQ_TWO. Defaults to WINDING_ODD.

element_type: enum

The result type, you can generate the polygons with TYPE_POLYGONS, or the contours with TYPE_BOUNDARY_CONTOURS. Defaults to TYPE_POLYGONS.

Returns:

1 if the tessellation happened, 0 otherwise.

Return type:

int

vertex_count

Returns the number of vertex generated.

This is the raw result, however, because the Tesselator format the result for you with meshes or vertices per polygon, you’ll have more vertices in the result

vertices

Iterate through the result of the tesselate() in order to give only a list of [x, y, x2, y2, …] polygons.

Texture

Changed in version 1.6.0: Added support for paletted texture on OES: ‘palette4_rgb8’, ‘palette4_rgba8’, ‘palette4_r5_g6_b5’, ‘palette4_rgba4’, ‘palette4_rgb5_a1’, ‘palette8_rgb8’, ‘palette8_rgba8’, ‘palette8_r5_g6_b5’, ‘palette8_rgba4’ and ‘palette8_rgb5_a1’.

Texture is a class that handles OpenGL textures. Depending on the hardware, some OpenGL capabilities might not be available (BGRA support, NPOT support, etc.)

You cannot instantiate this class yourself. You must use the function Texture.create() to create a new texture:

texture = Texture.create(size=(640, 480))

When you create a texture, you should be aware of the default color and buffer format:

  • the color/pixel format (Texture.colorfmt) that can be one of ‘rgb’, ‘rgba’, ‘luminance’, ‘luminance_alpha’, ‘bgr’ or ‘bgra’. The default value is ‘rgb’

  • the buffer format determines how a color component is stored into memory. This can be one of ‘ubyte’, ‘ushort’, ‘uint’, ‘byte’, ‘short’, ‘int’ or ‘float’. The default value and the most commonly used is ‘ubyte’.

So, if you want to create an RGBA texture:

texture = Texture.create(size=(640, 480), colorfmt='rgba')

You can use your texture in almost all vertex instructions with the kivy.graphics.VertexIntruction.texture parameter. If you want to use your texture in kv lang, you can save it in an ObjectProperty inside your widget.

Warning

Using Texture before OpenGL has been initialized will lead to a crash. If you need to create textures before the application has started, import Window first: from kivy.core.window import Window

Blitting custom data

You can create your own data and blit it to the texture using Texture.blit_buffer().

For example, to blit immutable bytes data:

# create a 64x64 texture, defaults to rgba / ubyte
texture = Texture.create(size=(64, 64))

# create 64x64 rgb tab, and fill with values from 0 to 255
# we'll have a gradient from black to white
size = 64 * 64 * 3
buf = [int(x * 255 / size) for x in range(size)]

# then, convert the array to a ubyte string
buf = bytes(buf)

# then blit the buffer
texture.blit_buffer(buf, colorfmt='rgb', bufferfmt='ubyte')

# that's all ! you can use it in your graphics now :)
# if self is a widget, you can do this
with self.canvas:
    Rectangle(texture=texture, pos=self.pos, size=(64, 64))

Since 1.9.0, you can blit data stored in a instance that implements the python buffer interface, or a memoryview thereof, such as numpy arrays, python array.array, a bytearray, or a cython array. This is beneficial if you expect to blit similar data, with perhaps a few changes in the data.

When using a bytes representation of the data, for every change you have to regenerate the bytes instance, from perhaps a list, which is very inefficient. When using a buffer object, you can simply edit parts of the original data. Similarly, unless starting with a bytes object, converting to bytes requires a full copy, however, when using a buffer instance, no memory is copied, except to upload it to the GPU.

Continuing with the example above:

from array import array

size = 64 * 64 * 3
buf = [int(x * 255 / size) for x in range(size)]
# initialize the array with the buffer values
arr = array('B', buf)
# now blit the array
texture.blit_buffer(arr, colorfmt='rgb', bufferfmt='ubyte')

# now change some elements in the original array
arr[24] = arr[50] = 99
# blit again the buffer
texture.blit_buffer(arr, colorfmt='rgb', bufferfmt='ubyte')
BGR/BGRA support

The first time you try to create a BGR or BGRA texture, we check whether your hardware supports BGR / BGRA textures by checking the extension ‘GL_EXT_bgra’.

If the extension is not found, the conversion to RGB / RGBA will be done in software.

NPOT texture

Changed in version 1.0.7: If your hardware supports NPOT, no POT is created.

As the OpenGL documentation says, a texture must be power-of-two sized. That means your width and height can be one of 64, 32, 256… but not 3, 68, 42. NPOT means non-power-of-two. OpenGL ES 2 supports NPOT textures natively but with some drawbacks. Another type of NPOT texture is called a rectangle texture. POT, NPOT and textures all have their own pro/cons.

Features

POT

NPOT

Rectangle

OpenGL Target

GL_TEXTURE_2D

GL_TEXTURE_2D

GL_TEXTURE_RECTANGLE_(NV|ARB|EXT)

Texture coords

0-1 range

0-1 range

width-height range

Mipmapping

Supported

Partially

No

Wrap mode

Supported

Supported

No

If you create a NPOT texture, we first check whether your hardware supports it by checking the extensions GL_ARB_texture_non_power_of_two or OES_texture_npot. If none of these are available, we create the nearest POT texture that can contain your NPOT texture. The Texture.create() will return a TextureRegion instead.

Texture atlas

A texture atlas is a single texture that contains many images. If you want to separate the original texture into many single ones, you don’t need to. You can get a region of the original texture. That will return the original texture with custom texture coordinates:

# for example, load a 128x128 image that contain 4 64x64 images
from kivy.core.image import Image
texture = Image('mycombinedimage.png').texture

bottomleft = texture.get_region(0, 0, 64, 64)
bottomright = texture.get_region(0, 64, 64, 64)
topleft = texture.get_region(0, 64, 64, 64)
topright = texture.get_region(64, 64, 64, 64)
Mipmapping

New in version 1.0.7.

Mipmapping is an OpenGL technique for enhancing the rendering of large textures to small surfaces. Without mipmapping, you might see pixelation when you render to small surfaces. The idea is to precalculate the subtexture and apply some image filter as a linear filter. Then, when you render a small surface, instead of using the biggest texture, it will use a lower filtered texture. The result can look better this way.

To make that happen, you need to specify mipmap=True when you create a texture. Some widgets already give you the ability to create mipmapped textures, such as the Label and Image.

From the OpenGL Wiki : “So a 64x16 2D texture can have 5 mip-maps: 32x8, 16x4, 8x2, 4x1, 2x1, and 1x1”. Check http://www.opengl.org/wiki/Texture for more information.

Note

As the table in previous section said, if your texture is NPOT, we create the nearest POT texture and generate a mipmap from it. This might change in the future.

Reloading the Texture

New in version 1.2.0.

If the OpenGL context is lost, the Texture must be reloaded. Textures that have a source are automatically reloaded but generated textures must be reloaded by the user.

Use the Texture.add_reload_observer() to add a reloading function that will be automatically called when needed:

def __init__(self, **kwargs):
    super(...).__init__(**kwargs)
    self.texture = Texture.create(size=(512, 512), colorfmt='RGB',
        bufferfmt='ubyte')
    self.texture.add_reload_observer(self.populate_texture)

    # and load the data now.
    self.cbuffer = '\x00\xf0\xff' * 512 * 512
    self.populate_texture(self.texture)

def populate_texture(self, texture):
    texture.blit_buffer(self.cbuffer)

This way, you can use the same method for initialization and reloading.

Note

For all text rendering with our core text renderer, the texture is generated but we already bind a method to redo the text rendering and reupload the text to the texture. You don’t have to do anything.

class kivy.graphics.texture.Texture(width, height, target, texid=0, colorfmt='rgb', bufferfmt='ubyte', mipmap=False, source=None, callback=None, icolorfmt='rgb')

Bases: builtins.object

textures or complex textures based on ImageData.

add_reload_observer(callback)

Add a callback to be called after the whole graphics context has been reloaded. This is where you can reupload your custom data into the GPU.

New in version 1.2.0.

Parameters:
callback: func(context) -> return None

The first parameter will be the context itself.

ask_update(callback)

Indicate that the content of the texture should be updated and the callback function needs to be called when the texture will be used.

bind()

Bind the texture to the current opengl state.

blit_buffer(pbuffer, size=None, colorfmt=None, pos=None, bufferfmt=None, mipmap_level=0, mipmap_generation=True, int rowlength=0)

Blit a buffer into the texture.

Note

Unless the canvas will be updated due to other changes, ask_update() should be called in order to update the texture.

Parameters:
pbuffer: bytes, or a class that implements the buffer interface (including memoryview).

A buffer containing the image data. It can be either a bytes object or a instance of a class that implements the python buffer interface, e.g. array.array, bytearray, numpy arrays etc. If it’s not a bytes object, the underlying buffer must be contiguous, have only one dimension and must not be readonly, even though the data is not modified, due to a cython limitation. See module description for usage details.

size: tuple, defaults to texture size

Size of the image (width, height)

colorfmt: str, defaults to ‘rgb’

Image format, can be one of ‘rgb’, ‘rgba’, ‘bgr’, ‘bgra’, ‘luminance’ or ‘luminance_alpha’.

pos: tuple, defaults to (0, 0)

Position to blit in the texture.

bufferfmt: str, defaults to ‘ubyte’

Type of the data buffer, can be one of ‘ubyte’, ‘ushort’, ‘uint’, ‘byte’, ‘short’, ‘int’ or ‘float’.

mipmap_level: int, defaults to 0

Indicate which mipmap level we are going to update.

mipmap_generation: bool, defaults to True

Indicate if we need to regenerate the mipmap from level 0.

Changed in version 1.0.7: added mipmap_level and mipmap_generation

Changed in version 1.9.0: pbuffer can now be any class instance that implements the python buffer interface and / or memoryviews thereof.

blit_data(im, pos=None)

Replace a whole texture with image data.

bufferfmt

Return the buffer format used in this texture (readonly).

New in version 1.2.0.

colorfmt

Return the color format used in this texture (readonly).

New in version 1.0.7.

static create(size=None, colorfmt=None, bufferfmt=None, mipmap=False, callback=None, icolorfmt=None)

texture_create(size=None, colorfmt=None, bufferfmt=None, mipmap=False, callback=None, icolorfmt=None) Create a texture based on size.

Parameters:
size: tuple, defaults to (128, 128)

Size of the texture.

colorfmt: str, defaults to ‘rgba’

Color format of the texture. Can be ‘rgba’ or ‘rgb’, ‘luminance’ or ‘luminance_alpha’. On desktop, additional values are available: ‘red’, ‘rg’.

icolorfmt: str, defaults to the value of colorfmt

Internal format storage of the texture. Can be ‘rgba’ or ‘rgb’, ‘luminance’ or ‘luminance_alpha’. On desktop, additional values are available: ‘r8’, ‘rg8’, ‘rgba8’.

bufferfmt: str, defaults to ‘ubyte’

Internal buffer format of the texture. Can be ‘ubyte’, ‘ushort’, ‘uint’, ‘bute’, ‘short’, ‘int’ or ‘float’.

mipmap: bool, defaults to False

If True, it will automatically generate the mipmap texture.

callback: callable(), defaults to False

If a function is provided, it will be called when data is needed in the texture.

Changed in version 1.7.0: callback has been added

static create_from_data(im, mipmap=False)

texture_create_from_data(im, mipmap=False) Create a texture from an ImageData class.

flip_horizontal()

Flip tex_coords for horizontal display.

New in version 1.9.0.

flip_vertical()

Flip tex_coords for vertical display.

get_region(x, y, width, height)

Return a part of the texture defined by the rectangular arguments (x, y, width, height). Returns a TextureRegion instance.

height

Return the height of the texture (readonly).

id

Return the OpenGL ID of the texture (readonly).

mag_filter

Get/set the mag filter texture. Available values:

  • linear

  • nearest

Check the opengl documentation for more information about the behavior of these values : http://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml.

min_filter

Get/set the min filter texture. Available values:

  • linear

  • nearest

  • linear_mipmap_linear

  • linear_mipmap_nearest

  • nearest_mipmap_nearest

  • nearest_mipmap_linear

Check the opengl documentation for more information about the behavior of these values : http://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml.

mipmap

Return True if the texture has mipmap enabled (readonly).

pixels

Get the pixels texture, in RGBA format only, unsigned byte. The origin of the image is at bottom left.

New in version 1.7.0.

remove_reload_observer(callback)

Remove a callback from the observer list, previously added by add_reload_observer().

New in version 1.2.0.

save(filename, flipped=True, fmt=None)

Save the texture content to a file. Check kivy.core.image.Image.save() for more information.

The flipped parameter flips the saved image vertically, and defaults to True.

New in version 1.7.0.

Changed in version 1.8.0: Parameter flipped added, defaults to True. All the OpenGL Texture are read from bottom / left, it need to be flipped before saving. If you don’t want to flip the image, set flipped to False.

Changed in version 1.11.0: Parameter fmt added, to pass the final format to the image provider. Used if filename is a BytesIO

size

Return the (width, height) of the texture (readonly).

target

Return the OpenGL target of the texture (readonly).

tex_coords

Return the list of tex_coords (opengl).

uvpos

Get/set the UV position inside the texture.

uvsize

Get/set the UV size inside the texture.

Warning

The size can be negative if the texture is flipped.

width

Return the width of the texture (readonly).

wrap

Get/set the wrap texture. Available values:

  • repeat

  • mirrored_repeat

  • clamp_to_edge

Check the opengl documentation for more information about the behavior of these values : http://www.khronos.org/opengles/sdk/docs/man/xhtml/glTexParameter.xml.

class kivy.graphics.texture.TextureRegion(int x, int y, int width, int height, Texture origin)

Bases: kivy.graphics.texture.Texture

texture handling.

ask_update(callback)
bind()
pixels

Transformation

This module contains a Matrix class used for our Graphics calculations. We currently support:

  • rotation, translation and scaling matrices

  • multiplication matrix

  • clip matrix (with or without perspective)

  • transformation matrix for 3d touch

For more information on transformation matrices, please see the OpenGL Matrices Tutorial.

Changed in version 1.6.0: Added Matrix.perspective(), Matrix.look_at() and Matrix.transpose().

class kivy.graphics.transformation.Matrix

Bases: builtins.object

>>> from kivy.graphics.transformation import Matrix
>>> m = Matrix()
>>> print(m)
[[ 1.000000 0.000000 0.000000 0.000000 ]
[ 0.000000 1.000000 0.000000 0.000000 ]
[ 0.000000 0.000000 1.000000 0.000000 ]
[ 0.000000 0.000000 0.000000 1.000000 ]]

[ 0 1 2 3] [ 4 5 6 7] [ 8 9 10 11] [ 12 13 14 15]

get()

Retrieve the value of the current as a flat list.

New in version 1.9.1.

identity() Matrix

Reset the matrix to the identity matrix (inplace).

inverse() Matrix

Return the inverse of the matrix as a new Matrix.

look_at(double eyex, double eyey, double eyez, double centerx, double centery, double centerz, double upx, double upy, double upz)

Returns a new lookat Matrix (similar to gluLookAt).

Parameters:
eyex: float

Eyes X co-ordinate

eyey: float

Eyes Y co-ordinate

eyez: float

Eyes Z co-ordinate

centerx: float

The X position of the reference point

centery: float

The Y position of the reference point

centerz: float

The Z position of the reference point

upx: float

The X value up vector.

upy: float

The Y value up vector.

upz: float

The Z value up vector.

New in version 1.6.0.

multiply(mb, Matrix ma) Matrix

Multiply the given matrix with self (from the left) i.e. we premultiply the given matrix by the current matrix and return the result (not inplace):

m.multiply(n) -> n * m
Parameters:
ma: Matrix

The matrix to multiply by

normal_matrix() Matrix

Computes the normal matrix, which is the inverse transpose of the top left 3x3 modelview matrix used to transform normals into eye/camera space.

New in version 1.6.0.

perspective(double fovy, double aspect, double zNear, double zFar) Matrix

Creates a perspective matrix (inplace).

Parameters:
fovy: float

“Field Of View” angle

aspect: float

Aspect ratio

zNear: float

Near clipping plane

zFar: float

Far clippin plane

New in version 1.6.0.

project(double objx, double objy, double objz, Matrix model, Matrix proj, double vx, double vy, double vw, double vh)

Project a point from 3d space into a 2d viewport.

Parameters:
objx: float

Points X co-ordinate

objy: float

Points Y co-ordinate

objz: float

Points Z co-ordinate

model: Matrix

The model matrix

proj: Matrix

The projection matrix

vx: float

Viewports X co-ordinate

vy: float

Viewports y co-ordinate

vw: float

Viewports width

vh: float

Viewports height

New in version 1.7.0.

rotate(double angle, double x, double y, double z) Matrix

Rotate the matrix through the angle around the axis (x, y, z) (inplace).

Parameters:
angle: float

The angle through which to rotate the matrix

x: float

X position of the point

y: float

Y position of the point

z: float

Z position of the point

scale(double x, double y, double z) Matrix

Scale the current matrix by the specified factors over each dimension (inplace).

Parameters:
x: float

The scale factor along the X axis

y: float

The scale factor along the Y axis

z: float

The scale factor along the Z axis

set(flat=None, array=None)

Insert custom values into the matrix in a flat list format or 4x4 array format like below:

m.set(array=[
    [1.0, 0.0, 0.0, 0.0],
    [0.0, 1.0, 0.0, 0.0],
    [0.0, 0.0, 1.0, 0.0],
    [0.0, 0.0, 0.0, 1.0]]
)

New in version 1.9.0.

tolist()

Retrieve the value of the current matrix in numpy format. for example m.tolist() will return:

[[1.000000, 0.000000, 0.000000, 0.000000],
[0.000000, 1.000000, 0.000000, 0.000000],
[0.000000, 0.000000, 1.000000, 0.000000],
[0.000000, 0.000000, 0.000000, 1.000000]]

you can use this format to plug the result straight into numpy in this way numpy.array(m.tolist())

New in version 1.9.0.

transform_point(double x, double y, double z, t=None) tuple

Transforms the point by the matrix and returns the transformed point as a (x, y, z) tuple. If the point is a vector v, the returned values is v2 = matrix * v.

If t is provided, it multiplies it with the last column of the matrix and returns the transformed (x, y, z, t).

translate(double x, double y, double z) Matrix

Translate the matrix.

Parameters:
x: float

The translation factor along the X axis

y: float

The translation factor along the Y axis

z: float

The translation factor along the Z axis

transpose() Matrix

Return the transposed matrix as a new Matrix.

New in version 1.6.0.

view_clip(double left, double right, double bottom, double top, double near, double far, int perspective) Matrix

Create a clip matrix (inplace).

Parameters:
left: float

Co-ordinate

right: float

Co-ordinate

bottom: float

Co-ordinate

top: float

Co-ordinate

near: float

Co-ordinate

far: float

Co-ordinate

perpective: int

Co-ordinate

Changed in version 1.6.0: Enable support for perspective parameter.

Vertex Instructions

This module includes all the classes for drawing simple vertex objects.

Updating properties

The list attributes of the graphics instruction classes (e.g. Triangle.points, Mesh.indices etc.) are not Kivy properties but Python properties. As a consequence, the graphics will only be updated when the list object itself is changed and not when list values are modified.

For example in python:

class MyWidget(Button):

    triangle = ObjectProperty(None)
    def __init__(self, **kwargs):
        super(MyWidget, self).__init__(**kwargs)
        with self.canvas:
            self.triangle = Triangle(points=[0,0, 100,100, 200,0])

and in kv:

<MyWidget>:
    text: 'Update'
    on_press:
        self.triangle.points[3] = 400

Although pressing the button will change the triangle coordinates, the graphics will not be updated because the list itself has not changed. Similarly, no updates will occur using any syntax that changes only elements of the list e.g. self.triangle.points[0:2] = [10,10] or self.triangle.points.insert(10) etc. To force an update after a change, the list variable itself must be changed, which in this case can be achieved with:

<MyWidget>:
    text: 'Update'
    on_press:
        self.triangle.points[3] = 400
        self.triangle.points = self.triangle.points
class kivy.graphics.vertex_instructions.Bezier(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

New in version 1.0.8.

Parameters:
points: list

List of points in the format (x1, y1, x2, y2…)

segments: int, defaults to 180

Define how many segments are needed for drawing the curve. The drawing will be smoother if you have many segments.

loop: bool, defaults to False

Set the bezier curve to join the last point to the first.

dash_length: int

Length of a segment (if dashed), defaults to 1.

dash_offset: int

Distance between the end of a segment and the start of the next one, defaults to 0. Changing this makes it dashed.

dash_length

Property for getting/setting the length of the dashes in the curve.

dash_offset

Property for getting/setting the offset between the dashes in the curve.

points

Property for getting/settings the points of the triangle.

Warning

This will always reconstruct the whole graphic from the new points list. It can be very CPU intensive.

segments

Property for getting/setting the number of segments of the curve.

class kivy.graphics.vertex_instructions.BorderImage(**kwargs)

Bases: kivy.graphics.vertex_instructions.Rectangle

concept of a CSS3 border-image.

Parameters:
border: list

Border information in the format (bottom, right, top, left). Each value is in pixels.

auto_scale: string

New in version 1.9.1.

Changed in version 1.9.2: This used to be a bool and has been changed to be a string state.

Can be one of ‘off’, ‘both’, ‘x_only’, ‘y_only’, ‘y_full_x_lower’, ‘x_full_y_lower’, ‘both_lower’.

Autoscale controls the behavior of the 9-slice.

By default the border values are preserved exactly, meaning that if the total size of the object is smaller than the border values you will have some ‘rendering errors’ where your texture appears inside out. This also makes it impossible to achieve a rounded button that scales larger than the size of its source texture. The various options for auto_scale will let you achieve some mixes of the 2 types of rendering.

‘off’: is the default and behaves as BorderImage did when auto_scale was False before.

‘both’: Scales both x and y dimension borders according to the size of the BorderImage, this disables the BorderImage making it render the same as a regular Image.

‘x_only’: The Y dimension functions as the default, and the X scales to the size of the BorderImage’s width.

‘y_only’: The X dimension functions as the default, and the Y scales to the size of the BorderImage’s height.

‘y_full_x_lower’: Y scales as in ‘y_only’, Y scales if the size of the scaled version would be smaller than the provided border only.

‘x_full_y_lower’: X scales as in ‘x_only’, Y scales if the size of the scaled version would be smaller than the provided border only.

‘both_lower’: This is what auto_scale did when it was True in 1.9.1 Both X and Y dimensions will be scaled if the BorderImage is smaller than the source.

If the BorderImage’s size is less than the sum of its borders, horizontally or vertically, and this property is set to True, the borders will be rescaled to accommodate for the smaller size.

auto_scale

Property for setting if the corners are automatically scaled when the BorderImage is too small.

border

Property for getting/setting the border of the class.

display_border

Property for getting/setting the border display size.

class kivy.graphics.vertex_instructions.Ellipse(*args, **kwargs)

Bases: kivy.graphics.vertex_instructions.Rectangle

Parameters:
segments: int, the default value is calculated from the range between angle.

Define how many segments are needed for drawing the ellipse. The ellipse drawing will be smoother if you have many segments, however you can also use this property to create polygons with 3 or more sides.

angle_start: float, defaults to 0.0

Specifies the starting angle, in degrees, of the disk portion.

angle_end: float, defaults to 360.0

Specifies the ending angle, in degrees, of the disk portion.

Changed in version 1.0.7: Added angle_start and angle_end.

Changed in version 2.2.0: The default number of segments is no longer 180, it is now calculated according to the angle range, as this is a more efficient approach.

angle_end

End angle of the ellipse in degrees, defaults to 360.

angle_start

Start angle of the ellipse in degrees, defaults to 0.

segments

Property for getting/setting the number of segments of the ellipse. The ellipse drawing will be smoother if you have many segments, however you can also use this property to create polygons with 3 or more sides. Values smaller than 3 will not be represented and the number of segments will be automatically calculated.

Changed in version 2.2.0: The minimum number of segments allowed is 3. Smaller values will be ignored and the number of segments will be automatically calculated.

exception kivy.graphics.vertex_instructions.GraphicException

Bases: Exception

Exception raised when a graphics error is fired.

class kivy.graphics.vertex_instructions.Line(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

Drawing a line can be done easily:

with self.canvas:
    Line(points=[100, 100, 200, 100, 100, 200], width=10)

The line has 3 internal drawing modes that you should be aware of for optimal results:

  1. If the width is 1.0, then the standard GL_LINE drawing from OpenGL will be used. dash_length, dash_offset, and dashes will work, while properties for cap and joint have no meaning here.

  2. If the width is greater than 1.0, then a custom drawing method, based on triangulation, will be used. dash_length, dash_offset, and dashes do not work in this mode. Additionally, if the current color has an alpha less than 1.0, a stencil will be used internally to draw the line.

_images/line-instruction.png
Parameters:
points: list

List of points in the format (x1, y1, x2, y2…)

dash_length: int

Length of a segment (if dashed), defaults to 1.

dash_offset: int

Offset between the end of a segment and the beginning of the next one, defaults to 0. Changing this makes it dashed.

dashes: list of ints

List of [ON length, offset, ON length, offset, …]. E.g. [2,4,1,6,8,2] would create a line with the first dash length 2 then an offset of 4 then a dash length of 1 then an offset of 6 and so on. Defaults to []. Changing this makes it dashed and overrides dash_length and dash_offset.

width: float

Width of the line, defaults to 1.0.

cap: str, defaults to ‘round’

See cap for more information.

joint: str, defaults to ‘round’

See joint for more information.

cap_precision: int, defaults to 10

See cap_precision for more information

joint_precision: int, defaults to 10

See joint_precision for more information See cap_precision for more information.

joint_precision: int, defaults to 10

See joint_precision for more information.

close: bool, defaults to False

If True, the line will be closed.

circle: list

If set, the points will be set to build a circle. See circle for more information.

ellipse: list

If set, the points will be set to build an ellipse. See ellipse for more information.

rectangle: list

If set, the points will be set to build a rectangle. See rectangle for more information.

bezier: list

If set, the points will be set to build a bezier line. See bezier for more information.

bezier_precision: int, defaults to 180

Precision of the Bezier drawing.

Changed in version 1.0.8: dash_offset and dash_length have been added.

Changed in version 1.4.1: width, cap, joint, cap_precision, joint_precision, close, ellipse, rectangle have been added.

Changed in version 1.4.1: bezier, bezier_precision have been added.

Changed in version 1.11.0: dashes have been added

bezier

Use this property to build a bezier line, without calculating the points. You can only set this property, not get it.

The argument must be a tuple of 2n elements, n being the number of points.

Usage:

Line(bezier=(x1, y1, x2, y2, x3, y3)

New in version 1.4.2.

Note

Bezier lines calculations are inexpensive for a low number of points, but complexity is quadratic, so lines with a lot of points can be very expensive to build, use with care!

bezier_precision

Number of iteration for drawing the bezier between 2 segments, defaults to 180. The bezier_precision must be at least 1.

New in version 1.4.2.

cap

Determine the cap of the line, defaults to ‘round’. Can be one of ‘none’, ‘square’ or ‘round’

New in version 1.4.1.

cap_precision

Number of iteration for drawing the “round” cap, defaults to 10. The cap_precision must be at least 1.

New in version 1.4.1.

circle

Use this property to build a circle, without calculating the points.

The argument must be a tuple of (center_x, center_y, radius, angle_start, angle_end, segments):

  • center_x and center_y represent the center of the circle

  • radius represent the radius of the circle

  • (optional) angle_start and angle_end are in degree. The default value is 0 and 360.

  • (optional) segments is the precision of the ellipse. The default value is calculated from the range between angle.

Note that it’s up to you to close the circle or not.

For example, for building a simple ellipse, in python:

# simple circle
Line(circle=(150, 150, 50))

# only from 90 to 180 degrees
Line(circle=(150, 150, 50, 90, 180))

# only from 90 to 180 degrees, with few segments
Line(circle=(150, 150, 50, 90, 180, 20))

New in version 1.4.1.

Changed in version 2.2.0: Now you can get the circle generated through the property.

close

If True, the line will be closed by joining the two ends, according to close_mode.

New in version 1.4.1.

close_mode

Defines how the ends of the line will be connected. Defaults to "straight-line".

Note

Support for the different closing modes depends on drawing shapes.

Available modes:

  • "straight-line" (all drawing shapes): the ends will be closed by a straight line.

  • "center-connected" (ellipse specific): the ends will be closed by a line passing through the center of the ellipse.

New in version 2.2.0.

dash_length

Property for getting/setting the length of the dashes in the curve

New in version 1.0.8.

dash_offset

Property for getting/setting the offset between the dashes in the curve

New in version 1.0.8.

dashes

Property for getting/setting dashes.

List of [ON length, offset, ON length, offset, …]. E.g. [2,4,1,6,8,2] would create a line with the first dash length 2 then an offset of 4 then a dash length of 1 then an offset of 6 and so on.

New in version 1.11.0.

ellipse

Use this property to build an ellipse, without calculating the points.

The argument must be a tuple of (x, y, width, height, angle_start, angle_end, segments):

  • x and y represent the bottom left of the ellipse

  • width and height represent the size of the ellipse

  • (optional) angle_start and angle_end are in degree. The default value is 0 and 360.

  • (optional) segments is the precision of the ellipse. The default value is calculated from the range between angle. You can use this property to create polygons with 3 or more sides. Values smaller than 3 will not be represented and the number of segments will be automatically calculated.

Note that it’s up to you to close or not. If you choose to close, use close_mode to define how the figure will be closed. Whether it will be by closed by a "straight-line" or by "center-connected".

For example, for building a simple ellipse, in python:

# simple ellipse
Line(ellipse=(0, 0, 150, 150))

# only from 90 to 180 degrees
Line(ellipse=(0, 0, 150, 150, 90, 180))

# only from 90 to 180 degrees, with few segments
Line(ellipse=(0, 0, 150, 150, 90, 180, 20))

New in version 1.4.1.

Changed in version 2.2.0: Now you can get the ellipse generated through the property.

The minimum number of segments allowed is 3. Smaller values will be ignored and the number of segments will be automatically calculated.

joint

Determine the join of the line, defaults to ‘round’. Can be one of ‘none’, ‘round’, ‘bevel’, ‘miter’.

New in version 1.4.1.

joint_precision

Number of iteration for drawing the “round” joint, defaults to 10. The joint_precision must be at least 1.

New in version 1.4.1.

points

Property for getting/settings points of the line

Warning

This will always reconstruct the whole graphics from the new points list. It can be very CPU expensive.

rectangle

Use this property to build a rectangle, without calculating the points.

The argument must be a tuple of (x, y, width, height):

  • x and y represent the bottom-left position of the rectangle

  • width and height represent the size

The line is automatically closed.

Usage:

Line(rectangle=(0, 0, 200, 200))

New in version 1.4.1.

Changed in version 2.2.0: Now you can get the rectangle generated through the property.

rounded_rectangle

Use this property to build a rectangle, without calculating the points.

The argument must be a tuple of one of the following forms:

  • (x, y, width, height, corner_radius)

  • (x, y, width, height, corner_radius, resolution)

  • (x, y, width, height, corner_radius1, corner_radius2, corner_radius3, corner_radius4)

  • (x, y, width, height, corner_radius1, corner_radius2, corner_radius3, corner_radius4, resolution)

  • x and y represent the bottom-left position of the rectangle.

  • width and height represent the size.

  • corner_radius specifies the radius used for the rounded corners clockwise: top-left, top-right, bottom-right, bottom-left.

  • resolution is the number of line segment that will be used to draw the circle arc at each corner (defaults to 45).

The line is automatically closed.

Usage:

Line(rounded_rectangle=(0, 0, 200, 200, 10, 20, 30, 40, 100))

New in version 1.9.0.

Changed in version 2.2.0: Default value of resolution changed from 30 to 45.

Now you can get the rounded rectangle generated through the property.

The order of corner_radius has been changed to match the RoundedRectangle radius property (clockwise). It was bottom-left, bottom-right, top-right, top-left in previous versions. Now both are clockwise: top-left, top-right, bottom-right, bottom-left. To keep the corner radius order without changing the order manually, you can use python’s built-in method reversed or [::-1], to reverse the order of the corner radius.

width

Determine the width of the line, defaults to 1.0.

New in version 1.4.1.

class kivy.graphics.vertex_instructions.Mesh(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

In OpenGL ES 2.0 and in our graphics implementation, you cannot have more than 65535 indices.

A list of vertices is described as:

vertices = [x1, y1, u1, v1, x2, y2, u2, v2, ...]
            |            |  |            |
            +---- i1 ----+  +---- i2 ----+

If you want to draw a triangle, add 3 vertices. You can then make an indices list as follows:

indices = [0, 1, 2]

New in version 1.1.0.

Parameters:
vertices: iterable

List of vertices in the format (x1, y1, u1, v1, x2, y2, u2, v2…).

indices: iterable

List of indices in the format (i1, i2, i3…).

mode: str

Mode of the vbo. Check mode for more information. Defaults to ‘points’.

fmt: list

The format for vertices, by default, each vertex is described by 2D coordinates (x, y) and 2D texture coordinate (u, v). Each element of the list should be a tuple or list, of the form

(variable_name, size, type)

which will allow mapping vertex data to the glsl instructions.

[(b’v_pos’, 2, ‘float’), (b’v_tc’, 2, ‘float’),]

will allow using

attribute vec2 v_pos; attribute vec2 v_tc;

in glsl’s vertex shader.

Changed in version 1.8.1: Before, vertices and indices would always be converted to a list, now, they are only converted to a list if they do not implement the buffer interface. So e.g. numpy arrays, python arrays etc. are used in place, without creating any additional copies. However, the buffers cannot be readonly (even though they are not changed, due to a cython limitation) and must be contiguous in memory.

Note

When passing a memoryview or a instance that implements the buffer interface, vertices should be a buffer of floats (‘f’ code in python array) and indices should be a buffer of unsigned short (‘H’ code in python array). Arrays in other formats will still have to be converted internally, negating any potential gain.

indices

Vertex indices used to specify the order when drawing the mesh.

mode

VBO Mode used for drawing vertices/indices. Can be one of ‘points’, ‘line_strip’, ‘line_loop’, ‘lines’, ‘triangles’, ‘triangle_strip’ or ‘triangle_fan’.

vertices

List of x, y, u, v coordinates used to construct the Mesh. Right now, the Mesh instruction doesn’t allow you to change the format of the vertices, which means it’s only x, y + one texture coordinate.

class kivy.graphics.vertex_instructions.Point(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

width/height of 2 times the pointsize.

Parameters:
points: list

List of points in the format (x1, y1, x2, y2…), where each pair of coordinates specifies the center of a new point.

pointsize: float, defaults to 1.

The size of the point, measured from the center to the edge. A value of 1.0 therefore means the real size will be 2.0 x 2.0.

Warning

Starting from version 1.0.7, vertex instruction have a limit of 65535 vertices (indices of vertex to be accurate). 2 entries in the list (x, y) will be converted to 4 vertices. So the limit inside Point() class is 2^15-2.

add_point(float x, float y)

Add a point to the current points list.

If you intend to add multiple points, prefer to use this method instead of reassigning a new points list. Assigning a new points list will recalculate and reupload the whole buffer into the GPU. If you use add_point, it will only upload the changes.

points

Property for getting/settings the center points in the points list. Each pair of coordinates specifies the center of a new point.

pointsize

Property for getting/setting point size. The size is measured from the center to the edge, so a value of 1.0 means the real size will be 2.0 x 2.0.

class kivy.graphics.vertex_instructions.Quad(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

Parameters:
points: list

List of point in the format (x1, y1, x2, y2, x3, y3, x4, y4).

points

Property for getting/settings points of the quad.

class kivy.graphics.vertex_instructions.Rectangle(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

Parameters:
pos: list

Position of the rectangle, in the format (x, y).

size: list

Size of the rectangle, in the format (width, height).

pos

Property for getting/settings the position of the rectangle.

size

Property for getting/settings the size of the rectangle.

class kivy.graphics.vertex_instructions.RoundedRectangle(**kwargs)

Bases: kivy.graphics.vertex_instructions.Rectangle

New in version 1.9.1.

Parameters:
segments: int, defaults to 10

Define how many segments are needed for drawing the rounded corner. The drawing will be smoother if you have many segments.

radius: list, defaults to [(10.0, 10.0), (10.0, 10.0), (10.0, 10.0), (10.0, 10.0)]

Specifies the radii used for the rounded corners clockwise: top-left, top-right, bottom-right, bottom-left. Elements of the list can be numbers or tuples of two numbers to specify different x,y dimensions. One value will define all corner radii to be of this value. Four values will define each corner radius separately. Higher numbers of values will be truncated to four. The first value will be used for all corners if there are fewer than four values.

radius

Corner radii of the rounded rectangle, defaults to [10,].

segments

Property for getting/setting the number of segments for each corner.

class kivy.graphics.vertex_instructions.SmoothLine(**kwargs)

Bases: kivy.graphics.vertex_instructions.Line

results. It has few drawbacks:

  • drawing a line with alpha will probably not have the intended result if the line crosses itself.

  • cap, joint and dash properties are not supported.

  • it uses a custom texture with a premultiplied alpha.

  • lines under 1px in width are not supported: they will look the same.

Warning

This is an unfinished work, experimental, and subject to crashes.

New in version 1.9.0.

overdraw_width

Determine the overdraw width of the line, defaults to 1.2.

premultiplied_texture()
class kivy.graphics.vertex_instructions.Triangle(**kwargs)

Bases: kivy.graphics.instructions.VertexInstruction

Parameters:
points: list

List of points in the format (x1, y1, x2, y2, x3, y3).

points

Property for getting/settings points of the triangle.

Input management

Our input system is wide and simple at the same time. We are currently able to natively support :

  • Windows multitouch events (pencil and finger)

  • OS X touchpads

  • Linux multitouch events (kernel and mtdev)

  • Linux wacom drivers (pencil and finger)

  • TUIO

All the input management is configurable in the Kivy config. You can easily use many multitouch devices in one Kivy application.

When the events have been read from the devices, they are dispatched through a post processing module before being sent to your application. We also have several default modules for :

  • Double tap detection

  • Decreasing jittering

  • Decreasing the inaccuracy of touch on “bad” DIY hardware

  • Ignoring regions

class kivy.input.MotionEvent(device, id, args, is_touch=False, type_id=None)[source]

Bases: kivy.input.motionevent.MotionEvent

Abstract class that represents an input event.

Parameters:
id: str

unique ID of the MotionEvent

args: list

list of parameters, passed to the depack() function

apply_transform_2d(transform)[source]

Apply a transformation on x, y, z, px, py, pz, ox, oy, oz, dx, dy, dz.

button

Currently pressed button.

copy_to(to)[source]

Copy some attribute to another motion event object.

depack(args)[source]

Depack args into attributes of the class

device

Device used for creating this event.

dispatch_done()[source]

Notify that dispatch to the listeners is done.

Called by the EventLoopBase.post_dispatch_input().

New in version 2.1.0.

dispatch_mode

(Experimental) Used by a event manager or a widget to assign the dispatching mode. Defaults to MODE_DEFAULT_DISPATCH. See eventmanager for available modes.

New in version 2.1.0.

distance(other_touch)[source]

Return the distance between the two events.

double_tap_time

If the touch is a is_double_tap, this is the time between the previous tap and the current touch.

property dpos

Return delta between last position and current position, in the screen coordinate system (self.dx, self.dy).

dsx

Delta between self.sx and self.psx, in 0-1 range.

dsy

Delta between self.sy and self.psy, in 0-1 range.

dsz

Delta between self.sz and self.psz, in 0-1 range.

dx

Delta between self.x and self.px, in window range.

dy

Delta between self.y and self.py, in window range.

dz

Delta between self.z and self.pz, in window range.

grab(class_instance, exclusive=False)[source]

Grab this motion event.

If this event is a touch you can grab it if you want to receive subsequent on_touch_move() and on_touch_up() events, even if the touch is not dispatched by the parent:

def on_touch_down(self, touch):
    touch.grab(self)

def on_touch_move(self, touch):
    if touch.grab_current is self:
        # I received my grabbed touch
    else:
        # it's a normal touch

def on_touch_up(self, touch):
    if touch.grab_current is self:
        # I receive my grabbed touch, I must ungrab it!
        touch.ungrab(self)
    else:
        # it's a normal touch
        pass

Changed in version 2.1.0: Allowed grab for non-touch events.

grab_current

Used to determine which widget the event is being dispatched to. Check the grab() function for more information.

id

Id of the event, not unique. This is generally the Id set by the input provider, like ID in TUIO. If you have multiple TUIO sources, then same id can be used. Prefer to use uid attribute instead.

is_double_tap

Indicate if the touch event is a double tap or not.

property is_mouse_scrolling

Returns True if the touch event is a mousewheel scrolling

New in version 1.6.0.

is_touch

True if the MotionEvent is a touch.

is_triple_tap

Indicate if the touch event is a triple tap or not.

New in version 1.7.0.

move(args)[source]

Move to another position.

property opos

Return the initial position of the motion event in the screen coordinate system (self.ox, self.oy).

osx

Origin X position, in 0-1 range.

osy

Origin Y position, in 0-1 range.

osz

Origin Z position, in 0-1 range.

ox

Origin X position, in window range.

oy

Origin Y position, in window range.

oz

Origin Z position, in window range.

pop()[source]

Pop attributes values from the stack.

pos

Position (X, Y), in window range.

property ppos

Return the previous position of the motion event in the screen coordinate system (self.px, self.py).

profile

Profiles currently used in the event.

psx

Previous X position, in 0-1 range.

psy

Previous Y position, in 0-1 range.

psz

Previous Z position, in 0-1 range.

push(attrs=None)[source]

Push attribute values in attrs onto the stack.

push_attrs_stack

Attributes to push by default, when we use push() : x, y, z, dx, dy, dz, ox, oy, oz, px, py, pz.

px

Previous X position, in window range.

py

Previous Y position, in window range.

pz

Previous Z position, in window range.

scale_for_screen(w, h, p=None, rotation=0, smode='None', kheight=0)[source]

Scale position for the screen.

Changed in version 2.1.0: Max value for x, y and z is changed respectively to w - 1, h - 1 and p - 1.

shape

Shape of the touch event, subclass of Shape. By default, the property is set to None.

property spos

Return the position in the 0-1 coordinate system (self.sx, self.sy).

sx

X position, in 0-1 range.

sy

Y position, in 0-1 range.

sync_with_dispatch

If set to True (default) keeps first previous position (X, Y, Z in 0-1 range) and ignore all other until MotionEvent.dispatch_done() is called from the EventLoop.

This attribute is needed because event provider can make many calls to MotionEvent.move(), but for all those calls event is dispatched to the listeners only once. Assigning False will keep latest previous position. See MotionEvent.move().

New in version 2.1.0.

sz

Z position, in 0-1 range.

time_end

Time of the end event (last event usage).

time_start

Initial time of the event creation.

time_update

Time of the last update.

to_absolute_pos(nx, ny, x_max, y_max, rotation)[source]

Transforms normalized (0-1) coordinates nx and ny to absolute coordinates using x_max, y_max and rotation.

Raises:

ValueError: If rotation is not one of: 0, 90, 180 or 270

New in version 2.1.0.

triple_tap_time

If the touch is a is_triple_tap, this is the time between the first tap and the current touch.

New in version 1.7.0.

type_id

(Experimental) String to identify event type.

New in version 2.1.0.

ud

User data dictionary. Use this dictionary to save your own data on the event.

uid

Uniq ID of the event. You can safely use this property, it will be never the same across all existing events.

ungrab(class_instance)[source]

Ungrab a previously grabbed motion event.

x

X position, in window range.

y

Y position, in window range.

z

Z position, in window range.

class kivy.input.MotionEventFactory[source]

Bases: builtins.object

MotionEvent factory is a class that registers all availables input factories. If you create a new input factory, you need to register it here:

MotionEventFactory.register('myproviderid', MyInputProvider)
static get(name)[source]

Get a provider class from the provider id

static list()[source]

Get a list of all available providers

static register(name, classname)[source]

Register a input provider in the database

class kivy.input.MotionEventProvider(device, args)[source]

Bases: builtins.object

Base class for a provider.

start()[source]

Start the provider. This method is automatically called when the application is started and if the configuration uses the current provider.

stop()[source]

Stop the provider.

update(dispatch_fn)[source]

Update the provider and dispatch all the new touch events though the dispatch_fn argument.

Input Postprocessing

Calibration

New in version 1.9.0.

Recalibrate input device to a specific range / offset.

Let’s say you have 3 1080p displays, the 2 firsts are multitouch. By default, both will have mixed touch, the range will conflict with each others: the 0-1 range will goes to 0-5760 px (remember, 3 * 1920 = 5760.)

To fix it, you need to manually reference them. For example:

[input]
left = mtdev,/dev/input/event17
middle = mtdev,/dev/input/event15
# the right screen is just a display.

Then, you can use the calibration postproc module:

[postproc:calibration]
left = xratio=0.3333
middle = xratio=0.3333,xoffset=0.3333

Now, the touches from the left screen will be within 0-0.3333 range, and the touches from the middle screen will be within 0.3333-0.6666 range.

You can also match calibration rules to devices based on their provider type. This is useful when probesysfs is used to match devices. For example:

[input]
mtdev_%(name)s = probesysfs,provider=mtdev

Then to apply calibration to any mtdev device, you can assign rules to the provider name enclosed by parentheses:

[postproc:calibration]
(mtdev) = xratio=0.3333,xoffset=0.3333

Calibrating devices like this means the device’s path doesn’t need to be configured ahead of time. Note that with this method, all mtdev inputs will have the same calibration applied to them. For this reason, matching by provider will typically be useful when expecting only one input device.

class kivy.input.postproc.calibration.InputPostprocCalibration[source]

Bases: builtins.object

Recalibrate the inputs.

The configuration must go within a section named postproc:calibration. Within the section, you must have a line like:

devicename = param=value,param=value

If you wish to match by provider, you must have a line like:

(provider) = param=value,param=value
Parameters:
xratio: float

Value to multiply X

yratio: float

Value to multiply Y

xoffset: float

Value to add to X

yoffset: float

Value to add to Y

auto: str

If set, then the touch is transformed from screen-relative to window-relative The value is used as an indication of screen size, e.g for fullHD:

auto=1920x1080

If present, this setting overrides all the others. This assumes the input device exactly covers the display area, if they are different, the computations will be wrong.

Changed in version 1.11.0: Added auto parameter

Dejitter

Prevent blob jittering.

A problem that is often faced (esp. in optical MT setups) is that of jitterish BLOBs caused by bad camera characteristics. With this module you can get rid of that jitter. You just define a threshold jitter_distance in your config, and all touch movements that move the touch by less than the jitter distance are considered ‘bad’ movements caused by jitter and will be discarded.

class kivy.input.postproc.dejitter.InputPostprocDejitter[source]

Bases: builtins.object

Get rid of jitterish BLOBs. Example:

[postproc]
jitter_distance = 0.004
jitter_ignore_devices = mouse,mactouch
Configuration:
jitter_distance: float

A float in range 0-1.

jitter_ignore_devices: string

A comma-separated list of device identifiers that should not be processed by dejitter (because they’re very precise already).

Double Tap

Search touch for a double tap

class kivy.input.postproc.doubletap.InputPostprocDoubleTap[source]

Bases: builtins.object

InputPostProcDoubleTap is a post-processor to check if a touch is a double tap or not. Double tap can be configured in the Kivy config file:

[postproc]
double_tap_time = 250
double_tap_distance = 20

Distance parameter is in the range 0-1000 and time is in milliseconds.

find_double_tap(ref)[source]

Find a double tap touch within self.touches. The touch must be not a previous double tap and the distance must be within the specified threshold. Additionally, the touch profiles must be the same kind of touch.

Ignore list

Ignore touch on some areas of the screen

class kivy.input.postproc.ignorelist.InputPostprocIgnoreList[source]

Bases: builtins.object

InputPostprocIgnoreList is a post-processor which removes touches in the Ignore list. The Ignore list can be configured in the Kivy config file:

[postproc]
# Format: [(xmin, ymin, xmax, ymax), ...]
ignore = [(0.1, 0.1, 0.15, 0.15)]

The Ignore list coordinates are in the range 0-1, not in screen pixels.

Retain Touch

Reuse touch to counter lost finger behavior

class kivy.input.postproc.retaintouch.InputPostprocRetainTouch[source]

Bases: builtins.object

InputPostprocRetainTouch is a post-processor to delay the ‘up’ event of a touch, to reuse it under certains conditions. This module is designed to prevent lost finger touches on some hardware/setups.

Retain touch can be configured in the Kivy config file:

[postproc]
    retain_time = 100
    retain_distance = 50

The distance parameter is in the range 0-1000 and time is in milliseconds.

Triple Tap

New in version 1.7.0.

Search touch for a triple tap

class kivy.input.postproc.tripletap.InputPostprocTripleTap[source]

Bases: builtins.object

InputPostProcTripleTap is a post-processor to check if a touch is a triple tap or not. Triple tap can be configured in the Kivy config file:

[postproc]
triple_tap_time = 250
triple_tap_distance = 20

The distance parameter is in the range 0-1000 and time is in milliseconds.

find_triple_tap(ref)[source]

Find a triple tap touch within self.touches. The touch must be not be a previous triple tap and the distance must be be within the bounds specified. Additionally, the touch profile must be the same kind of touch.

Providers

Android Joystick Input Provider

This module is based on the PyGame JoyStick Input Provider. For more information, please refer to http://www.pygame.org/docs/ref/joystick.html

class kivy.input.providers.androidjoystick.AndroidMotionEventProvider(device, args)[source]

Bases: kivy.input.provider.MotionEventProvider

start()[source]

Start the provider. This method is automatically called when the application is started and if the configuration uses the current provider.

stop()[source]

Stop the provider.

update(dispatch_fn)[source]

Update the provider and dispatch all the new touch events though the dispatch_fn argument.

Auto Create Input Provider Config Entry for Available MT Hardware (linux only).

Thanks to Marc Tardif for the probing code, taken from scan-for-mt-device.

The device discovery is done by this provider. However, the reading of input can be performed by other providers like: hidinput, mtdev and linuxwacom. mtdev is used prior to other providers. For more information about mtdev, check mtdev.

Here is an example of auto creation:

[input]
# using mtdev
device_%(name)s = probesysfs,provider=mtdev
# using hidinput
device_%(name)s = probesysfs,provider=hidinput
# using mtdev with a match on name
device_%(name)s = probesysfs,provider=mtdev,match=acer

# using hidinput with custom parameters to hidinput (all on one line)
%(name)s = probesysfs,
    provider=hidinput,param=min_pressure=1,param=max_pressure=99

# you can also match your wacom touchscreen
touch = probesysfs,match=E3 Finger,provider=linuxwacom,
    select_all=1,param=mode=touch
# and your wacom pen
pen = probesysfs,match=E3 Pen,provider=linuxwacom,
    select_all=1,param=mode=pen

By default, ProbeSysfs module will enumerate hardware from the /sys/class/input device, and configure hardware with ABS_MT_POSITION_X capability. But for example, the wacom screen doesn’t support this capability. You can prevent this behavior by putting select_all=1 in your config line. Add use_mouse=1 to also include touchscreen hardware that offers core pointer functionality.

Common definitions for a Windows provider

This file provides common definitions for constants used by WM_Touch / WM_Pen.

Leap Motion - finger only
class kivy.input.providers.leapfinger.LeapFingerEvent(*args, **kwargs)[source]

Bases: kivy.input.motionevent.MotionEvent

depack(args)[source]

Depack args into attributes of the class

class kivy.input.providers.leapfinger.LeapFingerEventProvider(device, args)[source]

Bases: kivy.input.provider.MotionEventProvider

start()[source]

Start the provider. This method is automatically called when the application is started and if the configuration uses the current provider.

update(dispatch_fn)[source]

Update the provider and dispatch all the new touch events though the dispatch_fn argument.

Mouse provider implementation

On linux systems, the mouse provider can be annoying when used with another multitouch provider (hidinput or mtdev). The Mouse can conflict with them: a single touch can generate one event from the mouse provider and another from the multitouch provider.

To avoid this behavior, you can activate the “disable_on_activity” token in the mouse configuration. Then, if any touches are created by another provider, the mouse event will be discarded. Add this to your configuration:

[input]
mouse = mouse,disable_on_activity
Using multitouch interaction with the mouse

New in version 1.3.0.

By default, the middle and right mouse buttons, as well as a combination of ctrl + left mouse button are used for multitouch emulation. If you want to use them for other purposes, you can disable this behavior by activating the “disable_multitouch” token:

[input]
mouse = mouse,disable_multitouch

Changed in version 1.9.0.

You can now selectively control whether a click initiated as described above will emulate multi-touch. If the touch has been initiated in the above manner (e.g. right mouse button), a multitouch_sim value will be added to the touch’s profile, and a multitouch_sim property will be added to the touch. By default, multitouch_sim is True and multitouch will be emulated for that touch. If, however, multitouch_on_demand is added to the config:

[input]
mouse = mouse,multitouch_on_demand

then multitouch_sim defaults to False. In that case, if multitouch_sim is set to True before the mouse is released (e.g. in on_touch_down/move), the touch will simulate a multi-touch event. For example:

if 'multitouch_sim' in touch.profile:
    touch.multitouch_sim = True

Changed in version 2.1.0.

Provider dispatches hover events by listening to properties/events in Window. Dispatching can be disabled by setting MouseMotionEventProvider.disable_hover to True or by adding disable_hover in the config:

[input]
mouse = mouse,disable_hover

It’s also possible to enable/disable hover events at runtime with MouseMotionEventProvider.disable_hover property.

Following is a list of the supported values for the profile property list.

Profile value

Description

button

Mouse button (one of left, right, middle, scrollup or scrolldown). Accessed via the ‘button’ property.

pos

2D position. Also reflected in the x, y and pos properties.

multitouch_sim

Specifies whether multitouch is simulated or not. Accessed via the ‘multitouch_sim’ property.

class kivy.input.providers.mouse.MouseMotionEventProvider(device, args)[source]

Bases: kivy.input.provider.MotionEventProvider

property disable_hover

Disables dispatching of hover events if set to True.

Hover events are enabled by default (disable_hover is False). See module documentation if you want to enable/disable hover events through config file.

New in version 2.1.0.

start()[source]

Start the mouse provider

stop()[source]

Stop the mouse provider

update(dispatch_fn)[source]

Update the mouse provider (pop event from the queue)

Native support for HID input from the linux kernel

Support starts from 2.6.32-ubuntu, or 2.6.34.

To configure HIDInput, add this to your configuration:

[input]
# devicename = hidinput,/dev/input/eventXX
# example with Stantum MTP4.3" screen
stantum = hidinput,/dev/input/event2

Note

You must have read access to the input event.

You can use a custom range for the X, Y and pressure values. For some drivers, the range reported is invalid. To fix that, you can add these options to the argument line:

  • invert_x : 1 to invert X axis

  • invert_y : 1 to invert Y axis

  • min_position_x : X relative minimum

  • max_position_x : X relative maximum

  • min_position_y : Y relative minimum

  • max_position_y : Y relative maximum

  • min_abs_x : X absolute minimum

  • min_abs_y : Y absolute minimum

  • max_abs_x : X absolute maximum

  • max_abs_y : Y absolute maximum

  • min_pressure : pressure minimum

  • max_pressure : pressure maximum

  • rotation : rotate the input coordinate (0, 90, 180, 270)

For example, on the Asus T101M, the touchscreen reports a range from 0-4095 for the X and Y values, but the real values are in a range from 0-32768. To correct this, you can add the following to the configuration:

[input]
t101m = hidinput,/dev/input/event7,max_position_x=32768,max_position_y=32768

New in version 1.9.1: rotation configuration token added.

class kivy.input.providers.hidinput.HIDMotionEvent(*args, **kwargs)[source]

Bases: kivy.input.motionevent.MotionEvent

depack(args)[source]

Depack args into attributes of the class

Native support for Multitouch devices on Linux, using libmtdev.

The Mtdev project is a part of the Ubuntu Maverick multitouch architecture. You can read more on http://wiki.ubuntu.com/Multitouch

To configure MTDev, it’s preferable to use probesysfs providers. Check probesysfs for more information.

Otherwise, add this to your configuration:

[input]
# devicename = hidinput,/dev/input/eventXX
acert230h = mtdev,/dev/input/event2

Note

You must have read access to the input event.

You can use a custom range for the X, Y and pressure values. On some drivers, the range reported is invalid. To fix that, you can add these options to the argument line:

  • invert_x : 1 to invert X axis

  • invert_y : 1 to invert Y axis

  • min_position_x : X minimum

  • max_position_x : X maximum

  • min_position_y : Y minimum

  • max_position_y : Y maximum

  • min_pressure : pressure minimum

  • max_pressure : pressure maximum

  • min_touch_major : width shape minimum

  • max_touch_major : width shape maximum

  • min_touch_minor : width shape minimum

  • max_touch_minor : height shape maximum

  • rotation : 0,90,180 or 270 to rotate

An inverted display configuration will look like this:

[input]
# example for inverting touch events
display = mtdev,/dev/input/event0,invert_x=1,invert_y=1
class kivy.input.providers.mtdev.MTDMotionEvent(*args, **kwargs)[source]

Bases: kivy.input.motionevent.MotionEvent

depack(args)[source]

Depack args into attributes of the class

Native support of MultitouchSupport framework for MacBook (MaxOSX platform)
class kivy.input.providers.mactouch.MacMotionEventProvider(*largs, **kwargs)[source]

Bases: kivy.input.provider.MotionEventProvider

start()[source]

Start the provider. This method is automatically called when the application is started and if the configuration uses the current provider.

stop()[source]

Stop the provider.

update(dispatch_fn)[source]

Update the provider and dispatch all the new touch events though the dispatch_fn argument.

Native support of Wacom tablet from linuxwacom driver

To configure LinuxWacom, add this to your configuration:

[input]
pen = linuxwacom,/dev/input/event2,mode=pen
finger = linuxwacom,/dev/input/event3,mode=touch

Note

You must have read access to the input event.

You can use a custom range for the X, Y and pressure values. On some drivers, the range reported is invalid. To fix that, you can add these options to the argument line:

  • invert_x : 1 to invert X axis

  • invert_y : 1 to invert Y axis

  • min_position_x : X minimum

  • max_position_x : X maximum

  • min_position_y : Y minimum

  • max_position_y : Y maximum

  • min_pressure : pressure minimum

  • max_pressure : pressure maximum

class kivy.input.providers.linuxwacom.LinuxWacomMotionEvent(*args, **kwargs)[source]

Bases: kivy.input.motionevent.MotionEvent

depack(args)[source]

Depack args into attributes of the class

TUIO Input Provider

TUIO is the de facto standard network protocol for the transmission of touch and fiducial information between a server and a client. To learn more about TUIO (which is itself based on the OSC protocol), please refer to http://tuio.org – The specification should be of special interest.

Configure a TUIO provider in the config.ini

The TUIO provider can be configured in the configuration file in the [input] section:

[input]
# name = tuio,<ip>:<port>
multitouchtable = tuio,192.168.0.1:3333
Configure a TUIO provider in the App

You must add the provider before your application is run, like this:

from kivy.app import App
from kivy.config import Config

class TestApp(App):
    def build(self):
        Config.set('input', 'multitouchscreen1', 'tuio,0.0.0.0:3333')
        # You can also add a second TUIO listener
        # Config.set('input', 'source2', 'tuio,0.0.0.0:3334')
        # Then do the usual things
        # ...
        return
class kivy.input.providers.tuio.Tuio2dCurMotionEvent(*args, **kwargs)[source]

Bases: kivy.input.providers.tuio.TuioMotionEvent

A 2dCur TUIO touch.

depack(args)[source]

Depack args into attributes of the class

class kivy.input.providers.tuio.Tuio2dObjMotionEvent(*args, **kwargs)[source]

Bases: kivy.input.providers.tuio.TuioMotionEvent

A 2dObj TUIO object.

depack(args)[source]

Depack args into attributes of the class

class kivy.input.providers.tuio.TuioMotionEventProvider(device, args)[source]

Bases: kivy.input.provider.MotionEventProvider

The TUIO provider listens to a socket and handles some of the incoming OSC messages:

  • /tuio/2Dcur

  • /tuio/2Dobj

You can easily extend the provider to handle new TUIO paths like so:

# Create a class to handle the new TUIO type/path
# Replace NEWPATH with the pathname you want to handle
class TuioNEWPATHMotionEvent(MotionEvent):

    def depack(self, args):
        # In this method, implement 'unpacking' for the received
        # arguments. you basically translate from TUIO args to Kivy
        # MotionEvent variables. If all you receive are x and y
        # values, you can do it like this:
        if len(args) == 2:
            self.sx, self.sy = args
            self.profile = ('pos', )
        self.sy = 1 - self.sy
        super().depack(args)

# Register it with the TUIO MotionEvent provider.
# You obviously need to replace the PATH placeholders appropriately.
TuioMotionEventProvider.register('/tuio/PATH', TuioNEWPATHMotionEvent)

Note

The class name is of no technical importance. Your class will be associated with the path that you pass to the register() function. To keep things simple, you should name your class after the path that it handles, though.

static create(oscpath, **kwargs)[source]

Create a touch event from a TUIO path

static register(oscpath, classname)[source]

Register a new path to handle in TUIO provider

start()[source]

Start the TUIO provider

stop()[source]

Stop the TUIO provider

static unregister(oscpath, classname)[source]

Unregister a path to stop handling it in the TUIO provider

update(dispatch_fn)[source]

Update the TUIO provider (pop events from the queue)

Input recorder

New in version 1.1.0.

Warning

This part of Kivy is still experimental and this API is subject to change in a future version.

This is a class that can record and replay some input events. This can be used for test cases, screen savers etc.

Once activated, the recorder will listen for any input event and save its properties in a file with the delta time. Later, you can play the input file: it will generate fake touch events with the saved properties and dispatch it to the event loop.

By default, only the position is saved (‘pos’ profile and ‘sx’, ‘sy’, attributes). Change it only if you understand how input handling works.

Recording events

The best way is to use the “recorder” module. Check the Modules documentation to see how to activate a module.

Once activated, you can press F8 to start the recording. By default, events will be written to <currentpath>/recorder.kvi. When you want to stop recording, press F8 again.

You can replay the file by pressing F7.

Check the Recorder module module for more information.

Manual play

You can manually open a recorder file, and play it by doing:

from kivy.input.recorder import Recorder

rec = Recorder(filename='myrecorder.kvi')
rec.play = True

If you want to loop over that file, you can do:

from kivy.input.recorder import Recorder

def recorder_loop(instance, value):
    if value is False:
        instance.play = True

rec = Recorder(filename='myrecorder.kvi')
rec.bind(play=recorder_loop)
rec.play = True
Recording more attributes

You can extend the attributes to save on one condition: attributes values must be simple values, not instances of complex classes.

Let’s say you want to save the angle and pressure of the touch, if available:

from kivy.input.recorder import Recorder

rec = Recorder(filename='myrecorder.kvi',
    record_attrs=['is_touch', 'sx', 'sy', 'angle', 'pressure'],
    record_profile_mask=['pos', 'angle', 'pressure'])
rec.record = True

Or with modules variables:

$ python main.py -m recorder,attrs=is_touch:sx:sy:angle:pressure,             profile_mask=pos:angle:pressure
Known limitations
  • Unable to save attributes with instances of complex classes.

  • Values that represent time will not be adjusted.

  • Can replay only complete records. If a begin/update/end event is missing, this could lead to ghost touches.

  • Stopping the replay before the end can lead to ghost touches.

class kivy.input.recorder.Recorder(**kwargs)[source]

Bases: kivy.event.EventDispatcher

Recorder class. Please check module documentation for more information.

Events:
on_stop:

Fired when the playing stops.

Changed in version 1.10.0: Event on_stop added.

counter

Number of events recorded in the last session.

counter is a NumericProperty and defaults to 0, read-only.

filename

Filename to save the output of the recorder.

filename is a StringProperty and defaults to ‘recorder.kvi’.

play

Boolean to start/stop the replay of the current file (if it exists).

play is a BooleanProperty and defaults to False.

record

Boolean to start/stop the recording of input events.

record is a BooleanProperty and defaults to False.

record_attrs

Attributes to record from the motion event.

record_attrs is a ListProperty and defaults to [‘is_touch’, ‘sx’, ‘sy’].

record_profile_mask

Profile to save in the fake motion event when replayed.

record_profile_mask is a ListProperty and defaults to [‘pos’].

window

Window instance to attach the recorder. If None, it will use the default instance.

window is a ObjectProperty and defaults to None.

Motion Event

The MotionEvent is the base class used for events provided by pointing devices (touch and non-touch). This class defines all the properties and methods needed to handle 2D and 3D movements but has many more capabilities.

Usually you would never need to create the MotionEvent yourself as this is the role of the providers.

Flow of the motion events
  1. The MotionEvent ‘s are gathered from input providers by EventLoopBase.

  2. Post processing is performed by registered processors postproc.

  3. EventLoopBase dispatches all motion events using on_motion event to all registered listeners including the WindowBase.

  4. Once received in on_motion() events (touch or non-touch) are all registered managers. If a touch event is not handled by at least one manager, then it is dispatched through on_touch_down(), on_touch_move() and on_touch_up().

  5. Widgets receive events in on_motion() method (if passed by a manager) or on on_touch_xxx methods.

Motion events and event managers

A motion event is a touch event if its MotionEvent.is_touch is set to True. Beside is_touch attribute, MotionEvent.type_id can be used to check for event’s general type. Currently two types are dispatched by input providers: “touch” and “hover”.

Event managers can be used to dispatch any motion event throughout the widget tree and a manager uses type_id to specify which event types it want to receive. See eventmanager to learn how to define and register an event manager.

A manager can also assign a new type_id to MotionEvent.type_id before dispatching it to the widgets. This useful when dispatching a specific event:

class MouseTouchManager(EventManagerBase):

    type_ids = ('touch',)

    def dispatch(self, etype, me):
        accepted = False
        if me.device == 'mouse':
            me.push() # Save current type_id and other values
            me.type_id = 'mouse_touch'
            self.window.transform_motion_event_2d(me)
            # Dispatch mouse touch event to widgets which registered
            # to receive 'mouse_touch'
            for widget in self.window.children[:]:
                if widget.dispatch('on_motion', etype, me):
                    accepted = True
                    break
            me.pop() # Restore
        return accepted
Listening to a motion event

If you want to receive all motion events, touch or not, you can bind the MotionEvent from the Window to your own callback:

def on_motion(self, etype, me):
    # will receive all motion events.
    pass

Window.bind(on_motion=on_motion)

You can also listen to changes of the mouse position by watching mouse_pos.

Profiles

The MotionEvent stores device specific information in various properties listed in the profile. For example, you can receive a MotionEvent that has an angle, a fiducial ID, or even a shape. You can check the profile attribute to see what is currently supported by the MotionEvent provider.

This is a short list of the profile values supported by default. Please check the MotionEvent.profile property to see what profile values are available.

Profile value

Description

angle

2D angle. Accessed via the a property.

button

Mouse button (‘left’, ‘right’, ‘middle’, ‘scrollup’ or ‘scrolldown’). Accessed via the button property.

markerid

Marker or Fiducial ID. Accessed via the fid property.

pos

2D position. Accessed via the x, y or pos properties.

pos3d

3D position. Accessed via the x, y or z properties.

pressure

Pressure of the contact. Accessed via the pressure property.

shape

Contact shape. Accessed via the shape property .

If you want to know whether the current MotionEvent has an angle:

def on_touch_move(self, touch):
    if 'angle' in touch.profile:
        print('The touch angle is', touch.a)

If you want to select only the fiducials:

def on_touch_move(self, touch):
    if 'markerid' not in touch.profile:
        return
class kivy.input.motionevent.MotionEvent(device, id, args, is_touch=False, type_id=None)[source]

Bases: kivy.input.motionevent.MotionEvent

Abstract class that represents an input event.

Parameters:
id: str

unique ID of the MotionEvent

args: list

list of parameters, passed to the depack() function

apply_transform_2d(transform)[source]

Apply a transformation on x, y, z, px, py, pz, ox, oy, oz, dx, dy, dz.

button

Currently pressed button.

copy_to(to)[source]

Copy some attribute to another motion event object.

depack(args)[source]

Depack args into attributes of the class

device

Device used for creating this event.

dispatch_done()[source]

Notify that dispatch to the listeners is done.

Called by the EventLoopBase.post_dispatch_input().

New in version 2.1.0.

dispatch_mode

(Experimental) Used by a event manager or a widget to assign the dispatching mode. Defaults to MODE_DEFAULT_DISPATCH. See eventmanager for available modes.

New in version 2.1.0.

distance(other_touch)[source]

Return the distance between the two events.

double_tap_time

If the touch is a is_double_tap, this is the time between the previous tap and the current touch.

property dpos

Return delta between last position and current position, in the screen coordinate system (self.dx, self.dy).

dsx

Delta between self.sx and self.psx, in 0-1 range.

dsy

Delta between self.sy and self.psy, in 0-1 range.

dsz

Delta between self.sz and self.psz, in 0-1 range.

dx

Delta between self.x and self.px, in window range.

dy

Delta between self.y and self.py, in window range.

dz

Delta between self.z and self.pz, in window range.

grab(class_instance, exclusive=False)[source]

Grab this motion event.

If this event is a touch you can grab it if you want to receive subsequent on_touch_move() and on_touch_up() events, even if the touch is not dispatched by the parent:

def on_touch_down(self, touch):
    touch.grab(self)

def on_touch_move(self, touch):
    if touch.grab_current is self:
        # I received my grabbed touch
    else:
        # it's a normal touch

def on_touch_up(self, touch):
    if touch.grab_current is self:
        # I receive my grabbed touch, I must ungrab it!
        touch.ungrab(self)
    else:
        # it's a normal touch
        pass

Changed in version 2.1.0: Allowed grab for non-touch events.

grab_current

Used to determine which widget the event is being dispatched to. Check the grab() function for more information.

id

Id of the event, not unique. This is generally the Id set by the input provider, like ID in TUIO. If you have multiple TUIO sources, then same id can be used. Prefer to use uid attribute instead.

is_double_tap

Indicate if the touch event is a double tap or not.

property is_mouse_scrolling

Returns True if the touch event is a mousewheel scrolling

New in version 1.6.0.

is_touch

True if the MotionEvent is a touch.

is_triple_tap

Indicate if the touch event is a triple tap or not.

New in version 1.7.0.

move(args)[source]

Move to another position.

property opos

Return the initial position of the motion event in the screen coordinate system (self.ox, self.oy).

osx

Origin X position, in 0-1 range.

osy

Origin Y position, in 0-1 range.

osz

Origin Z position, in 0-1 range.

ox

Origin X position, in window range.

oy

Origin Y position, in window range.

oz

Origin Z position, in window range.

pop()[source]

Pop attributes values from the stack.

pos

Position (X, Y), in window range.

property ppos

Return the previous position of the motion event in the screen coordinate system (self.px, self.py).

profile

Profiles currently used in the event.

psx

Previous X position, in 0-1 range.

psy

Previous Y position, in 0-1 range.

psz

Previous Z position, in 0-1 range.

push(attrs=None)[source]

Push attribute values in attrs onto the stack.

push_attrs_stack

Attributes to push by default, when we use push() : x, y, z, dx, dy, dz, ox, oy, oz, px, py, pz.

px

Previous X position, in window range.

py

Previous Y position, in window range.

pz

Previous Z position, in window range.

scale_for_screen(w, h, p=None, rotation=0, smode='None', kheight=0)[source]

Scale position for the screen.

Changed in version 2.1.0: Max value for x, y and z is changed respectively to w - 1, h - 1 and p - 1.

shape

Shape of the touch event, subclass of Shape. By default, the property is set to None.

property spos

Return the position in the 0-1 coordinate system (self.sx, self.sy).

sx

X position, in 0-1 range.

sy

Y position, in 0-1 range.

sync_with_dispatch

If set to True (default) keeps first previous position (X, Y, Z in 0-1 range) and ignore all other until MotionEvent.dispatch_done() is called from the EventLoop.

This attribute is needed because event provider can make many calls to MotionEvent.move(), but for all those calls event is dispatched to the listeners only once. Assigning False will keep latest previous position. See MotionEvent.move().

New in version 2.1.0.

sz

Z position, in 0-1 range.

time_end

Time of the end event (last event usage).

time_start

Initial time of the event creation.

time_update

Time of the last update.

to_absolute_pos(nx, ny, x_max, y_max, rotation)[source]

Transforms normalized (0-1) coordinates nx and ny to absolute coordinates using x_max, y_max and rotation.

Raises:

ValueError: If rotation is not one of: 0, 90, 180 or 270

New in version 2.1.0.

triple_tap_time

If the touch is a is_triple_tap, this is the time between the first tap and the current touch.

New in version 1.7.0.

type_id

(Experimental) String to identify event type.

New in version 2.1.0.

ud

User data dictionary. Use this dictionary to save your own data on the event.

uid

Uniq ID of the event. You can safely use this property, it will be never the same across all existing events.

ungrab(class_instance)[source]

Ungrab a previously grabbed motion event.

x

X position, in window range.

y

Y position, in window range.

z

Z position, in window range.

Motion Event Factory

Factory of MotionEvent providers.

class kivy.input.factory.MotionEventFactory[source]

Bases: builtins.object

MotionEvent factory is a class that registers all availables input factories. If you create a new input factory, you need to register it here:

MotionEventFactory.register('myproviderid', MyInputProvider)
static get(name)[source]

Get a provider class from the provider id

static list()[source]

Get a list of all available providers

static register(name, classname)[source]

Register a input provider in the database

Motion Event Provider

Abstract class for the implementation of a MotionEvent provider. The implementation must support the start(), stop() and update() methods.

class kivy.input.provider.MotionEventProvider(device, args)[source]

Bases: builtins.object

Base class for a provider.

start()[source]

Start the provider. This method is automatically called when the application is started and if the configuration uses the current provider.

stop()[source]

Stop the provider.

update(dispatch_fn)[source]

Update the provider and dispatch all the new touch events though the dispatch_fn argument.

Motion Event Shape

Represent the shape of the MotionEvent

class kivy.input.shape.Shape[source]

Bases: builtins.object

Abstract class for all implementations of a shape

class kivy.input.shape.ShapeRect[source]

Bases: kivy.input.shape.Shape

Class for the representation of a rectangle.

height

Height of the rect

width

Width of the rect

Kivy Language

The Kivy language is a language dedicated to describing user interface and interactions. You could compare this language to Qt’s QML (http://qt.nokia.com), but we included new concepts such as rule definitions (which are somewhat akin to what you may know from CSS), templating and so on.

Changed in version 1.7.0: The Builder doesn’t execute canvas expressions in realtime anymore. It will pack all the expressions that need to be executed first and execute them after dispatching input, just before drawing the frame. If you want to force the execution of canvas drawing, just call Builder.sync.

An experimental profiling tool for the kv lang is also included. You can activate it by setting the environment variable KIVY_PROFILE_LANG=1. It will then generate an html file named builder_stats.html.

Overview

The language consists of several constructs that you can use:

Rules

A rule is similar to a CSS rule. A rule applies to specific widgets (or classes thereof) in your widget tree and modifies them in a certain way. You can use rules to specify interactive behaviour or use them to add graphical representations of the widgets they apply to. You can target a specific class of widgets (similar to the CSS concept of a class) by using the cls attribute (e.g. cls=MyTestWidget).

A Root Widget

You can use the language to create your entire user interface. A kv file must contain only one root widget at most.

Dynamic Classes

(introduced in version 1.7.0) Dynamic classes let you create new widgets and rules on-the-fly, without any Python declaration.

Templates (deprecated)

(introduced in version 1.0.5, deprecated from version 1.7.0) Templates were used to populate parts of an application, such as styling the content of a list (e.g. icon on the left, text on the right). They are now deprecated by dynamic classes.

Syntax of a kv File

A Kivy language file must have .kv as filename extension.

The content of the file should always start with the Kivy header, where version must be replaced with the Kivy language version you’re using. For now, use 1.0:

#:kivy `1.0`

# content here

The content can contain rule definitions, a root widget, dynamic class definitions and templates:

# Syntax of a rule definition. Note that several Rules can share the same
# definition (as in CSS). Note the braces: they are part of the definition.
<Rule1,Rule2>:
    # .. definitions ..

<Rule3>:
    # .. definitions ..

# Syntax for creating a root widget
RootClassName:
    # .. definitions ..

# Syntax for creating a dynamic class
<NewWidget@BaseClass>:
    # .. definitions ..

# Syntax for create a template
[TemplateName@BaseClass1,BaseClass2]:
    # .. definitions ..

Regardless of whether it’s a rule, root widget, dynamic class or template you’re defining, the definition should look like this:

# With the braces it's a rule. Without them, it's a root widget.
<ClassName>:
    prop1: value1
    prop2: value2

    canvas:
        CanvasInstruction1:
            canvasprop1: value1
        CanvasInstruction2:
            canvasprop2: value2

    AnotherClass:
        prop3: value1

Here prop1 and prop2 are the properties of ClassName and prop3 is the property of AnotherClass. If the widget doesn’t have a property with the given name, an ObjectProperty will be automatically created and added to the widget.

AnotherClass will be created and added as a child of the ClassName instance.

  • The indentation is important and must be consistent. The spacing must be a multiple of the number of spaces used on the first indented line. Spaces are encouraged: mixing tabs and spaces is not recommended.

  • The value of a property must be given on a single line (for now at least).

  • Keep class names capitalized to avoid syntax errors.

  • The canvas property is special: you can put graphics instructions in it to create a graphical representation of the current class.

Here is a simple example of a kv file that contains a root widget:

#:kivy 1.0

Button:
    text: 'Hello world'

Changed in version 1.7.0: The indentation is not limited to 4 spaces anymore. The spacing must be a multiple of the number of spaces used on the first indented line.

Both the load_file() and the load_string() methods return the root widget defined in your kv file/string. They will also add any class and template definitions to the Factory for later usage.

Value Expressions, on_property Expressions, ids, and Reserved Keywords

When you specify a property’s value, the value is evaluated as a Python expression. This expression can be static or dynamic, which means that the value can use the values of other properties using reserved keywords.

self

The keyword self references the “current widget instance”:

Button:
    text: 'My state is %s' % self.state
root

This keyword is available only in rule definitions and represents the root widget of the rule (the first instance of the rule):

<MyWidget>:
    custom: 'Hello world'
    Button:
        text: root.custom
app

This keyword always refers to your app instance. It’s equivalent to a call to kivy.app.App.get_running_app() in Python.

Label:
    text: app.name
args

This keyword is available in on_<action> callbacks. It refers to the arguments passed to the callback.

TextInput:
    on_focus: self.insert_text("Focus" if args[1] else "No focus")

Changed in version 2.1.0: f-strings are now parsed in value expressions, allowing to bind to the properties that they contain.

ids

Class definitions may contain ids which can be used as a keywords::

<MyWidget>:
    Button:
        id: btn1
    Button:
        text: 'The state of the other button is %s' % btn1.state

Please note that the id will not be available in the widget instance: it is used exclusively for external references. id is a weakref to the widget, and not the widget itself. The widget itself can be accessed with <id>.__self__ (btn1.__self__ in this case).

When the kv file is processed, weakrefs to all the widgets tagged with ids are added to the root widget’s ids dictionary. In other words, following on from the example above, the buttons state could also be accessed as follows:

widget = MyWidget()
state = widget.ids["btn1"].state

# Or, as an alternative syntax,
state = widget.ids.btn1.state

Note that the outermost widget applies the kv rules to all its inner widgets before any other rules are applied. This means if an inner widget contains ids, these ids may not be available during the inner widget’s __init__ function.

Valid expressions

There are two places that accept python statements in a kv file: after a property, which assigns to the property the result of the expression (such as the text of a button as shown above) and after a on_property, which executes the statement when the property is updated (such as on_state).

In the former case, the expression can only span a single line, cannot be extended to multiple lines using newline escaping, and must return a value. An example of a valid expression is text: self.state and ('up' if self.state == 'normal' else 'down').

In the latter case, multiple single line statements are valid, including those that escape their newline, as long as they don’t add an indentation level.

Examples of valid statements are:

on_press: if self.state == 'normal': print('normal')
on_state:
    if self.state == 'normal': print('normal')
    else: print('down')
    if self.state == 'normal': \
    print('multiline normal')
    for i in range(10): print(i)
    print([1,2,3,4,
    5,6,7])

An example of a invalid statement:

on_state:
    if self.state == 'normal':
        print('normal')

Relation Between Values and Properties

When you use the Kivy language, you might notice that we do some work behind the scenes to automatically make things work properly. You should know that Properties implement the Observer Design Pattern. That means that you can bind your own function to be called when the value of a property changes (i.e. you passively observe the property for potential changes).

The Kivy language detects properties in your value expression and will create callbacks to automatically update the property via your expression when changes occur.

Here’s a simple example that demonstrates this behaviour:

Button:
    text: str(self.state)

In this example, the parser detects that self.state is a dynamic value (a property). The state property of the button can change at any moment (when the user touches it). We now want this button to display its own state as text, even as the state changes. To do this, we use the state property of the Button and use it in the value expression for the button’s text property, which controls what text is displayed on the button (We also convert the state to a string representation). Now, whenever the button state changes, the text property will be updated automatically.

Remember: The value is a python expression! That means that you can do something more interesting like:

Button:
    text: 'Plop world' if self.state == 'normal' else 'Release me!'

The Button text changes with the state of the button. By default, the button text will be ‘Plop world’, but when the button is being pressed, the text will change to ‘Release me!’.

More precisely, the kivy language parser detects all substrings of the form X.a.b where X is self or root or app or a known id, and a and b are properties: it then adds the appropriate dependencies to cause the the constraint to be reevaluated whenever something changes. For example, this works exactly as expected:

<IndexedExample>:
    beta: self.a.b[self.c.d]

However, due to limitations in the parser which hopefully may be lifted in the future, the following doesn’t work:

<BadExample>:
    beta: self.a.b[self.c.d].e.f

indeed the .e.f part is not recognized because it doesn’t follow the expected pattern, and so, does not result in an appropriate dependency being setup. Instead, an intermediate property should be introduced to allow the following constraint:

<GoodExample>:
    alpha: self.a.b[self.c.d]
    beta: self.alpha.e.f

In addition, properties in python f-strings are also not yet supported:

<FStringExample>:
    text: f"I want to use {self.a} in property"

Instead, the format() method should be used:

<FormatStringExample>:
    text: "I want to use {} in property".format(self.a)

Graphical Instructions

The graphical instructions are a special part of the Kivy language. They are handled by the ‘canvas’ property definition:

Widget:
    canvas:
        Color:
            rgb: (1, 1, 1)
        Rectangle:
            size: self.size
            pos: self.pos

All the classes added inside the canvas property must be derived from the Instruction class. You cannot put any Widget class inside the canvas property (as that would not make sense because a widget is not a graphics instruction).

If you want to do theming, you’ll have the same question as in CSS: which rules have been executed first? In our case, the rules are executed in processing order (i.e. top-down).

If you want to change how Buttons are rendered, you can create your own kv file and add something like this:

<Button>:
    canvas:
        Color:
            rgb: (1, 0, 0)
        Rectangle:
            pos: self.pos
            size: self.size
        Rectangle:
            pos: self.pos
            size: self.texture_size
            texture: self.texture

This will result in buttons having a red background with the label in the bottom left, in addition to all the preceding rules. You can clear all the previous instructions by using the Clear command:

<Button>:
    canvas:
        Clear
        Color:
            rgb: (1, 0, 0)
        Rectangle:
            pos: self.pos
            size: self.size
        Rectangle:
            pos: self.pos
            size: self.texture_size
            texture: self.texture

Then, only your rules that follow the Clear command will be taken into consideration.

Dynamic classes

Dynamic classes allow you to create new widgets on-the-fly, without any python declaration in the first place. The syntax of the dynamic classes is similar to the Rules, but you need to specify the base classes you want to subclass.

The syntax looks like:

# Simple inheritance
<NewWidget@Button>:
    # kv code here ...

# Multiple inheritance
<NewWidget@ButtonBehavior+Label>:
    # kv code here ...

The @ character is used to separate your class name from the classes you want to subclass. The Python equivalent would have been:

# Simple inheritance
class NewWidget(Button):
    pass

# Multiple inheritance
class NewWidget(ButtonBehavior, Label):
    pass

Any new properties, usually added in python code, should be declared first. If the property doesn’t exist in the dynamic class, it will be automatically created as an ObjectProperty (pre 1.8.0) or as an appropriate typed property (from version 1.8.0).

Changed in version 1.8.0: If the property value is an expression that can be evaluated right away (no external binding), then the value will be used as default value of the property, and the type of the value will be used for the specialization of the Property class. In other terms: if you declare hello: “world”, a new StringProperty will be instantiated, with the default value “world”. Lists, tuples, dictionaries and strings are supported.

Let’s illustrate the usage of these dynamic classes with an implementation of a basic Image button. We could derive our classes from the Button and just add a property for the image filename:

<ImageButton@Button>:
    source: None

    Image:
        source: root.source
        pos: root.pos
        size: root.size

# let's use the new classes in another rule:
<MainUI>:
    BoxLayout:
        ImageButton:
            source: 'hello.png'
            on_press: root.do_something()
        ImageButton:
            source: 'world.png'
            on_press: root.do_something_else()

In Python, you can create an instance of the dynamic class as follows:

from kivy.factory import Factory
button_inst = Factory.ImageButton()

Note

Using dynamic classes, a child class can be declared before its parent. This however, leads to the unintuitive situation where the parent properties/methods override those of the child. Be careful if you choose to do this.

Templates

Changed in version 1.7.0: Template usage is now deprecated. Please use Dynamic classes instead.

Syntax of templates

Using a template in Kivy requires 2 things :

  1. a context to pass for the context (will be ctx inside template).

  2. a kv definition of the template.

Syntax of a template:

# With only one base class
[ClassName@BaseClass]:
    # .. definitions ..

# With more than one base class
[ClassName@BaseClass1,BaseClass2]:
    # .. definitions ..

For example, for a list, you’ll need to create a entry with a image on the left, and a label on the right. You can create a template for making that definition easier to use. So, we’ll create a template that uses 2 entries in the context: an image filename and a title:

[IconItem@BoxLayout]:
    Image:
        source: ctx.image
    Label:
        text: ctx.title

Then in Python, you can instantiate the template using:

from kivy.lang import Builder

# create a template with hello world + an image
# the context values should be passed as kwargs to the Builder.template
# function
icon1 = Builder.template('IconItem', title='Hello world',
    image='myimage.png')

# create a second template with other information
ctx = {'title': 'Another hello world',
       'image': 'myimage2.png'}
icon2 = Builder.template('IconItem', **ctx)
# and use icon1 and icon2 as other widget.
Template example

Most of time, when you are creating a screen in the kv lang, you use a lot of redefinitions. In our example, we’ll create a Toolbar, based on a BoxLayout, and put in a few Image widgets that will react to the on_touch_down event.

<MyToolbar>:
    BoxLayout:
        Image:
            source: 'data/text.png'
            size: self.texture_size
            size_hint: None, None
            on_touch_down: self.collide_point(*args[1].pos) and root.create_text()

        Image:
            source: 'data/image.png'
            size: self.texture_size
            size_hint: None, None
            on_touch_down: self.collide_point(*args[1].pos) and root.create_image()

        Image:
            source: 'data/video.png'
            size: self.texture_size
            size_hint: None, None
            on_touch_down: self.collide_point(*args[1].pos) and root.create_video()

We can see that the size and size_hint attribute are exactly the same. More than that, the callback in on_touch_down and the image are changing. These can be the variable part of the template that we can put into a context. Let’s try to create a template for the Image:

[ToolbarButton@Image]:

    # This is the same as before
    size: self.texture_size
    size_hint: None, None

    # Now, we are using the ctx for the variable part of the template
    source: 'data/%s.png' % ctx.image
    on_touch_down: self.collide_point(*args[1].pos) and ctx.callback()

The template can be used directly in the MyToolbar rule:

<MyToolbar>:
    BoxLayout:
        ToolbarButton:
            image: 'text'
            callback: root.create_text
        ToolbarButton:
            image: 'image'
            callback: root.create_image
        ToolbarButton:
            image: 'video'
            callback: root.create_video

That’s all :)

Template limitations

When you are creating a context:

  1. you cannot use references other than “root”:

    <MyRule>:
        Widget:
            id: mywidget
            value: 'bleh'
        Template:
            ctxkey: mywidget.value # << fail, this references the id
            # mywidget
    
  2. not all of the dynamic parts will be understood:

    <MyRule>:
        Template:
            ctxkey: 'value 1' if root.prop1 else 'value2' # << even if
            # root.prop1 is a property, if it changes value, ctxkey
            # will not be updated
    

Template definitions also replace any similarly named definitions in their entirety and thus do not support inheritance.

Redefining a widget’s style

Sometimes we would like to inherit from a widget in order to use its Python properties without also using its .kv defined style. For example, we would like to inherit from a Label, but we would also like to define our own canvas instructions instead of automatically using the canvas instructions inherited from the Label. We can achieve this by prepending a dash (-) before the class name in the .kv style definition.

In myapp.py:

class MyWidget(Label):
    pass

and in my.kv:

<-MyWidget>:
    canvas:
        Color:
            rgb: 1, 1, 1
        Rectangle:
            size: (32, 32)

MyWidget will now have a Color and Rectangle instruction in its canvas without any of the instructions inherited from the Label.

Redefining a widget’s property style

Similar to redefining style, sometimes we would like to inherit from a widget, keep all its KV defined styles, except for the style applied to a specific property. For example, we would like to inherit from a Button, but we would also like to set our own state_image, rather then relying on the background_normal and background_down values. We can achieve this by prepending a dash (-) before the state_image property name in the .kv style definition.

In myapp.py:

class MyWidget(Button):
    new_background = StringProperty('my_background.png')

and in my.kv:

<MyWidget>:
    -state_image: self.new_background

MyWidget will now have a state_image background set only by new_background, and not by any previous styles that may have set state_image.

Note

Although the previous rules are cleared, they are still applied during widget construction and are only removed when the new rule with the dash is reached. This means that initially, previous rules could be used to set the property.

Order of kwargs and KV rule application

Properties can be initialized in KV as well as in python. For example, in KV:

<MyRule@Widget>:
    text: 'Hello'
    ramp: 45.
    order: self.x + 10

Then MyRule() would initialize all three kivy properties to the given KV values. Separately in python, if the properties already exist as kivy properties one can do for example MyRule(line=’Bye’, side=55).

However, what will be the final values of the properties when MyRule(text=’Bye’, order=55) is executed? The quick rule is that python initialization is stronger than KV initialization only for constant rules.

Specifically, the kwargs provided to the python initializer are always applied first. So in the above example, text is set to ‘Bye’ and order is set to 55. Then, all the KV rules are applied, except those constant rules that overwrite a python initializer provided value.

That is, the KV rules that do not creates bindings such as text: ‘Hello’ and ramp: 45., if a value for that property has been provided in python, then that rule will not be applied.

So in the MyRule(text=’Bye’, order=55) example, text will be ‘Bye’, ramp will be 45., and order, which creates a binding, will first be set to 55, but then when KV rules are applied will end up being whatever self.x + 10 is.

Changed in version 1.9.1: Before, KV rules always overwrote the python values, now, python values are not overwritten by constant rules.

Lang Directives

You can use directives to add declarative commands, such as imports or constant definitions, to the lang files. Directives are added as comments in the following format:

#:<directivename> <options>
import <package>

New in version 1.0.5.

Syntax:

#:import <alias> <package>

You can import a package by writing:

#:import os os

<Rule>:
    Button:
        text: os.getcwd()

Or more complex:

#:import ut kivy.utils

<Rule>:
    canvas:
        Color:
            rgba: ut.get_random_color()

New in version 1.0.7.

You can directly import classes from a module:

#: import Animation kivy.animation.Animation
<Rule>:
    on_prop: Animation(x=.5).start(self)
set <key> <expr>

New in version 1.0.6.

Syntax:

#:set <key> <expr>

Set a key that will be available anywhere in the kv. For example:

#:set my_color (.4, .3, .4)
#:set my_color_hl (.5, .4, .5)

<Rule>:
    state: 'normal'
    canvas:
        Color:
            rgb: my_color if self.state == 'normal' else my_color_hl
include <file>

New in version 1.9.0.

Syntax:

#:include [force] <file>

Includes an external kivy file. This allows you to split complex widgets into their own files. If the include is forced, the file will first be unloaded and then reloaded again. For example:

# Test.kv
#:include mycomponent.kv
#:include force mybutton.kv

<Rule>:
    state: 'normal'
    MyButton:
    MyComponent:
# mycomponent.kv
#:include mybutton.kv

<MyComponent>:
    MyButton:
# mybutton.kv

<MyButton>:
    canvas:
        Color:
            rgb: (1.0, 0.0, 0.0)
        Rectangle:
            pos: self.pos
            size: (self.size[0]/4, self.size[1]/4)
class kivy.lang.BuilderBase[source]

Bases: builtins.object

The Builder is responsible for creating a Parser for parsing a kv file, merging the results into its internal rules, templates, etc.

By default, Builder is a global Kivy instance used in widgets that you can use to load other kv files in addition to the default ones.

apply(widget, ignored_consts={}, rule_children=None, dispatch_kv_post=False)[source]

Search all the rules that match the widget and apply them.

Parameters:
widget: Widget

The widget whose class rules should be applied to this widget.

ignored_consts: set

A set or list type whose elements are property names for which constant KV rules (i.e. those that don’t create bindings) of that widget will not be applied. This allows e.g. skipping constant rules that overwrite a value initialized in python.

rule_children: list

If not None, it should be a list that will be populated with all the widgets created by the kv rules being applied.

Changed in version 1.11.0.

dispatch_kv_post: bool

Normally the class Widget dispatches the on_kv_post event to widgets created during kv rule application. But if the rules are manually applied by calling apply(), that may not happen, so if this is True, we will dispatch the on_kv_post event where needed after applying the rules to widget (we won’t dispatch it for widget itself).

Defaults to False.

Changed in version 1.11.0.

apply_rules(widget, rule_name, ignored_consts={}, rule_children=None, dispatch_kv_post=False)[source]

Search all the rules that match the name rule_name and apply them to widget.

New in version 1.10.0.

Parameters:
widget: Widget

The widget to whom the matching rules should be applied to.

ignored_consts: set

A set or list type whose elements are property names for which constant KV rules (i.e. those that don’t create bindings) of that widget will not be applied. This allows e.g. skipping constant rules that overwrite a value initialized in python.

rule_children: list

If not None, it should be a list that will be populated with all the widgets created by the kv rules being applied.

Changed in version 1.11.0.

dispatch_kv_post: bool

Normally the class Widget dispatches the on_kv_post event to widgets created during kv rule application. But if the rules are manually applied by calling apply(), that may not happen, so if this is True, we will dispatch the on_kv_post event where needed after applying the rules to widget (we won’t dispatch it for widget itself).

Defaults to False.

Changed in version 1.11.0.

classmethod create_from(builder)[source]

Creates a instance of the class, and initializes to the state of builder.

Parameters:

builder – The builder to initialize from.

Returns:

A new instance of this class.

load_file(filename, encoding='utf8', **kwargs)[source]

Insert a file into the language builder and return the root widget (if defined) of the kv file.

Parameters:
rulesonly: bool, defaults to False

If True, the Builder will raise an exception if you have a root widget inside the definition.

encoding: File character encoding. Defaults to utf-8,

load_string(string, **kwargs)[source]

Insert a string into the Language Builder and return the root widget (if defined) of the kv string.

Parameters:
rulesonly: bool, defaults to False

If True, the Builder will raise an exception if you have a root widget inside the definition.

filename: str, defaults to None

If specified, the filename used to index the kv rules.

The filename parameter can be used to unload kv strings in the same way as you unload kv files. This can be achieved using pseudo file names e.g.:

Build.load_string("""
    <MyRule>:
        Label:
            text="Hello"
""", filename="myrule.kv")

can be unloaded via:

Build.unload_file("myrule.kv")
match(widget)[source]

Return a list of ParserRule objects matching the widget.

match_rule_name(rule_name)[source]

Return a list of ParserRule objects matching the widget.

sync()[source]

Execute all the waiting operations, such as the execution of all the expressions related to the canvas.

New in version 1.7.0.

template(*args, **ctx)[source]

Create a specialized template using a specific context.

New in version 1.0.5.

With templates, you can construct custom widgets from a kv lang definition by giving them a context. Check Template usage.

unbind_property(widget, name)[source]

Unbind the handlers created by all the rules of the widget that set the name.

This effectively clears all the rules of widget that take the form:

name: rule

For example:

>>> w = Builder.load_string('''
... Widget:
...     height: self.width / 2. if self.disabled else self.width
...     x: self.y + 50
... ''')
>>> w.size
[100, 100]
>>> w.pos
[50, 0]
>>> w.width = 500
>>> w.size
[500, 500]
>>> Builder.unbind_property(w, 'height')
>>> w.width = 222
>>> w.size
[222, 500]
>>> w.y = 500
>>> w.pos
[550, 500]

New in version 1.9.1.

unbind_widget(uid)[source]

Unbind all the handlers created by the KV rules of the widget. The kivy.uix.widget.Widget.uid is passed here instead of the widget itself, because Builder is using it in the widget destructor.

This effectively clears all the KV rules associated with this widget. For example:

>>> w = Builder.load_string('''
... Widget:
...     height: self.width / 2. if self.disabled else self.width
...     x: self.y + 50
... ''')
>>> w.size
[100, 100]
>>> w.pos
[50, 0]
>>> w.width = 500
>>> w.size
[500, 500]
>>> Builder.unbind_widget(w.uid)
>>> w.width = 222
>>> w.y = 500
>>> w.size
[222, 500]
>>> w.pos
[50, 500]

New in version 1.7.2.

unload_file(filename)[source]

Unload all rules associated with a previously imported file.

New in version 1.0.8.

Warning

This will not remove rules or templates already applied/used on current widgets. It will only effect the next widgets creation or template invocation.

exception kivy.lang.BuilderException(context, line, message, cause=None)[source]

Bases: ParserException

Exception raised when the Builder fails to apply a rule on a widget.

class kivy.lang.Observable

Bases: kivy.event.ObjectWithUid

Observable is a stub class defining the methods required for binding. EventDispatcher is (the) one example of a class that implements the binding interface. See EventDispatcher for details.

New in version 1.9.0.

bind(**kwargs)
fbind(name, func, *largs, **kwargs)

See EventDispatcher.fbind().

Note

To keep backward compatibility with derived classes which may have inherited from Observable before, the fbind() method was added. The default implementation of fbind() is to create a partial function that it passes to bind while saving the uid and largs/kwargs. However, funbind() (and unbind_uid()) are fairly inefficient since we have to first lookup this partial function using the largs/kwargs or uid and then call unbind() on the returned function. It is recommended to overwrite these methods in derived classes to bind directly for better performance.

Similarly to EventDispatcher.fbind(), this method returns 0 on failure and a positive unique uid on success. This uid can be used with unbind_uid().

funbind(name, func, *largs, **kwargs)

See fbind() and EventDispatcher.funbind().

unbind(**kwargs)
unbind_uid(name, uid)

See fbind() and EventDispatcher.unbind_uid().

class kivy.lang.Parser(**kwargs)[source]

Bases: builtins.object

Create a Parser object to parse a Kivy language file or Kivy content.

parse(content)[source]

Parse the contents of a Parser file and return a list of root objects.

parse_level(level, lines, spaces=0)[source]

Parse the current level (level * spaces) indentation.

strip_comments(lines)[source]

Remove all comments from all lines in-place. Comments need to be on a single line and not at the end of a line. i.e. a comment line’s first non-whitespace character must be a #.

exception kivy.lang.ParserException(context, line, message, cause=None)[source]

Bases: Exception

Exception raised when something wrong happened in a kv file.

Builder

Class used for the registering and application of rules for specific widgets.

kivy.lang.builder.Builder: BuilderBase = <kivy.lang.builder.BuilderBase object>

Main instance of a BuilderBase.

class kivy.lang.builder.BuilderBase[source]

Bases: builtins.object

The Builder is responsible for creating a Parser for parsing a kv file, merging the results into its internal rules, templates, etc.

By default, Builder is a global Kivy instance used in widgets that you can use to load other kv files in addition to the default ones.

apply(widget, ignored_consts={}, rule_children=None, dispatch_kv_post=False)[source]

Search all the rules that match the widget and apply them.

Parameters:
widget: Widget

The widget whose class rules should be applied to this widget.

ignored_consts: set

A set or list type whose elements are property names for which constant KV rules (i.e. those that don’t create bindings) of that widget will not be applied. This allows e.g. skipping constant rules that overwrite a value initialized in python.

rule_children: list

If not None, it should be a list that will be populated with all the widgets created by the kv rules being applied.

Changed in version 1.11.0.

dispatch_kv_post: bool

Normally the class Widget dispatches the on_kv_post event to widgets created during kv rule application. But if the rules are manually applied by calling apply(), that may not happen, so if this is True, we will dispatch the on_kv_post event where needed after applying the rules to widget (we won’t dispatch it for widget itself).

Defaults to False.

Changed in version 1.11.0.

apply_rules(widget, rule_name, ignored_consts={}, rule_children=None, dispatch_kv_post=False)[source]

Search all the rules that match the name rule_name and apply them to widget.

New in version 1.10.0.

Parameters:
widget: Widget

The widget to whom the matching rules should be applied to.

ignored_consts: set

A set or list type whose elements are property names for which constant KV rules (i.e. those that don’t create bindings) of that widget will not be applied. This allows e.g. skipping constant rules that overwrite a value initialized in python.

rule_children: list

If not None, it should be a list that will be populated with all the widgets created by the kv rules being applied.

Changed in version 1.11.0.

dispatch_kv_post: bool

Normally the class Widget dispatches the on_kv_post event to widgets created during kv rule application. But if the rules are manually applied by calling apply(), that may not happen, so if this is True, we will dispatch the on_kv_post event where needed after applying the rules to widget (we won’t dispatch it for widget itself).

Defaults to False.

Changed in version 1.11.0.

classmethod create_from(builder)[source]

Creates a instance of the class, and initializes to the state of builder.

Parameters:

builder – The builder to initialize from.

Returns:

A new instance of this class.

load_file(filename, encoding='utf8', **kwargs)[source]

Insert a file into the language builder and return the root widget (if defined) of the kv file.

Parameters:
rulesonly: bool, defaults to False

If True, the Builder will raise an exception if you have a root widget inside the definition.

encoding: File character encoding. Defaults to utf-8,

load_string(string, **kwargs)[source]

Insert a string into the Language Builder and return the root widget (if defined) of the kv string.

Parameters:
rulesonly: bool, defaults to False

If True, the Builder will raise an exception if you have a root widget inside the definition.

filename: str, defaults to None

If specified, the filename used to index the kv rules.

The filename parameter can be used to unload kv strings in the same way as you unload kv files. This can be achieved using pseudo file names e.g.:

Build.load_string("""
    <MyRule>:
        Label:
            text="Hello"
""", filename="myrule.kv")

can be unloaded via:

Build.unload_file("myrule.kv")
match(widget)[source]

Return a list of ParserRule objects matching the widget.

match_rule_name(rule_name)[source]

Return a list of ParserRule objects matching the widget.

sync()[source]

Execute all the waiting operations, such as the execution of all the expressions related to the canvas.

New in version 1.7.0.

template(*args, **ctx)[source]

Create a specialized template using a specific context.

New in version 1.0.5.

With templates, you can construct custom widgets from a kv lang definition by giving them a context. Check Template usage.

unbind_property(widget, name)[source]

Unbind the handlers created by all the rules of the widget that set the name.

This effectively clears all the rules of widget that take the form:

name: rule

For example:

>>> w = Builder.load_string('''
... Widget:
...     height: self.width / 2. if self.disabled else self.width
...     x: self.y + 50
... ''')
>>> w.size
[100, 100]
>>> w.pos
[50, 0]
>>> w.width = 500
>>> w.size
[500, 500]
>>> Builder.unbind_property(w, 'height')
>>> w.width = 222
>>> w.size
[222, 500]
>>> w.y = 500
>>> w.pos
[550, 500]

New in version 1.9.1.

unbind_widget(uid)[source]

Unbind all the handlers created by the KV rules of the widget. The kivy.uix.widget.Widget.uid is passed here instead of the widget itself, because Builder is using it in the widget destructor.

This effectively clears all the KV rules associated with this widget. For example:

>>> w = Builder.load_string('''
... Widget:
...     height: self.width / 2. if self.disabled else self.width
...     x: self.y + 50
... ''')
>>> w.size
[100, 100]
>>> w.pos
[50, 0]
>>> w.width = 500
>>> w.size
[500, 500]
>>> Builder.unbind_widget(w.uid)
>>> w.width = 222
>>> w.y = 500
>>> w.size
[222, 500]
>>> w.pos
[50, 500]

New in version 1.7.2.

unload_file(filename)[source]

Unload all rules associated with a previously imported file.

New in version 1.0.8.

Warning

This will not remove rules or templates already applied/used on current widgets. It will only effect the next widgets creation or template invocation.

exception kivy.lang.builder.BuilderException(context, line, message, cause=None)[source]

Bases: ParserException

Exception raised when the Builder fails to apply a rule on a widget.

class kivy.lang.builder.Observable

Bases: kivy.event.ObjectWithUid

Observable is a stub class defining the methods required for binding. EventDispatcher is (the) one example of a class that implements the binding interface. See EventDispatcher for details.

New in version 1.9.0.

bind(**kwargs)
fbind(name, func, *largs, **kwargs)

See EventDispatcher.fbind().

Note

To keep backward compatibility with derived classes which may have inherited from Observable before, the fbind() method was added. The default implementation of fbind() is to create a partial function that it passes to bind while saving the uid and largs/kwargs. However, funbind() (and unbind_uid()) are fairly inefficient since we have to first lookup this partial function using the largs/kwargs or uid and then call unbind() on the returned function. It is recommended to overwrite these methods in derived classes to bind directly for better performance.

Similarly to EventDispatcher.fbind(), this method returns 0 on failure and a positive unique uid on success. This uid can be used with unbind_uid().

funbind(name, func, *largs, **kwargs)

See fbind() and EventDispatcher.funbind().

unbind(**kwargs)
unbind_uid(name, uid)

See fbind() and EventDispatcher.unbind_uid().

Parser

Class used for the parsing of .kv files into rules.

class kivy.lang.parser.Parser(**kwargs)[source]

Bases: builtins.object

Create a Parser object to parse a Kivy language file or Kivy content.

parse(content)[source]

Parse the contents of a Parser file and return a list of root objects.

parse_level(level, lines, spaces=0)[source]

Parse the current level (level * spaces) indentation.

strip_comments(lines)[source]

Remove all comments from all lines in-place. Comments need to be on a single line and not at the end of a line. i.e. a comment line’s first non-whitespace character must be a #.

exception kivy.lang.parser.ParserException(context, line, message, cause=None)[source]

Bases: Exception

Exception raised when something wrong happened in a kv file.

External libraries

Kivy comes with other python/C libraries:

Warning

Even though Kivy comes with these external libraries, we do not provide any support for them and they might change in the future. Don’t rely on them in your code.

GstPlayer

New in version 1.8.0.

GstPlayer is a media player implemented specifically for Kivy with Gstreamer 1.0. It doesn’t use Gi at all and is focused on what we want: the ability to read video and stream the image in a callback, or read an audio file. Don’t use it directly but use our Core providers instead.

This player is automatically compiled if you have pkg-config –libs –cflags gstreamer-1.0 working.

Warning

This is an external library and Kivy does not provide any support for it. It might change in the future and we advise you don’t rely on it in your code.

DDS File library

This library can be used to parse and save DDS (DirectDraw Surface <https://en.wikipedia.org/wiki/DirectDraw_Surface>) files.

The initial version was written by:

Alexey Borzenkov (snaury@gmail.com)

All the initial work credits go to him! Thank you :)

This version uses structs instead of ctypes.

DDS Format
[DDS ][SurfaceDesc][Data]

[SurfaceDesc]:: (everything is uint32)
    Size
    Flags
    Height
    Width
    PitchOrLinearSize
    Depth
    MipmapCount
    Reserved1 * 11
    [PixelFormat]::
        Size
        Flags
        FourCC
        RGBBitCount
        RBitMask
        GBitMask
        BBitMask
        ABitMask
    [Caps]::
        Caps1
        Caps2
        Reserved1 * 2
    Reserverd2

Warning

This is an external library and Kivy does not provide any support for it. It might change in the future and we advise you don’t rely on it in your code.

exception kivy.lib.ddsfile.DDSException[source]

Bases: Exception

class kivy.lib.ddsfile.QueryDict[source]

Bases: builtins.dict

Python mtdev

The mtdev module provides Python bindings to the Kernel multi-touch transformation library, also known as mtdev (MIT license).

The mtdev library transforms all variants of kernel MT events to the slotted type B protocol. The events put into mtdev may be from any MT device, specifically type A without contact tracking, type A with contact tracking, or type B with contact tracking. See the kernel documentation for further details.

Warning

This is an external library and Kivy does not provide any support for it. It might change in the future and we advise you don’t rely on it in your code.

class kivy.lib.mtdev.input_absinfo[source]

Bases: _ctypes.Structure

class kivy.lib.mtdev.input_event[source]

Bases: _ctypes.Structure

class kivy.lib.mtdev.mtdev[source]

Bases: _ctypes.Structure

class kivy.lib.mtdev.mtdev_caps[source]

Bases: _ctypes.Structure

class kivy.lib.mtdev.timeval[source]

Bases: _ctypes.Structure

Modules

Modules are classes that can be loaded when a Kivy application is starting. The loading of modules is managed by the config file. Currently, we include:

  • touchring: Draw a circle around each touch.

  • monitor: Add a red topbar that indicates the FPS and a small graph indicating input activity.

  • keybinding: Bind some keys to actions, such as a screenshot.

  • recorder: Record and playback a sequence of events.

  • screen: Emulate the characteristics (dpi/density/ resolution) of different screens.

  • inspector: Examines your widget hierarchy and widget properties.

  • webdebugger: Realtime examination of your app internals via a web browser.

  • joycursor: Navigate in your app with a joystick.

  • showborder: Show widget’s border.

Modules are automatically loaded from the Kivy path and User path:

  • PATH_TO_KIVY/kivy/modules

  • HOME/.kivy/mods

Activating a module

There are various ways in which you can activate a kivy module.

Activate a module in the config

To activate a module this way, you can edit your configuration file (in your HOME/.kivy/config.ini):

[modules]
# uncomment to activate
touchring =
# monitor =
# keybinding =

Only the name of the module followed by “=” is sufficient to activate the module.

Activate a module in Python

Before starting your application, preferably at the start of your import, you can do something like this:

import kivy
kivy.require('1.0.8')

# Activate the touchring module
from kivy.config import Config
Config.set('modules', 'touchring', '')
Activate a module via the commandline

When starting your application from the commandline, you can add a -m <modulename> to the arguments. For example:

python main.py -m webdebugger

Note

Some modules, such as the screen, may require additional parameters. They will, however, print these parameters to the console when launched without them.

Create your own module

Create a file in your HOME/.kivy/mods, and create 2 functions:

def start(win, ctx):
    pass

def stop(win, ctx):
    pass

Start/stop are functions that will be called for every window opened in Kivy. When you are starting a module, you can use these to store and manage the module state. Use the ctx variable as a dictionary. This context is unique for each instance/start() call of the module, and will be passed to stop() too.

Console

New in version 1.9.1.

Reboot of the old inspector, designed to be modular and keep concerns separated. It also has an addons architecture that allow you to add a button, panel, or more in the Console itself.

Warning

This module works, but might fail in some cases. Please contribute!

Usage

For normal module usage, please see the modules documentation:

python main.py -m console
Mouse navigation

When the “Select” button is activated, you can:

  • tap once on a widget to select it without leaving inspect mode

  • double tap on a widget to select and leave inspect mode (then you can manipulate the widget again)

Keyboard navigation
  • “Ctrl + e”: toggle console

  • “Escape”: cancel widget lookup, then hide inspector view

  • “Up”: select the parent widget

  • “Down”: select the first child of the currently selected widget

  • “Left”: select the previous sibling

  • “Right”: select the next sibling

Additional information

Some properties can be edited live. However, due to the delayed usage of some properties, it might crash if you don’t handle the required cases.

Addons

Addons must be added to Console.addons before the first Clock tick of the application, or before create_console is called. You currently cannot add addons on the fly. Addons are quite cheap until the Console is activated. Panels are even cheaper as nothing is done until the user selects them.

We provide multiple addons activated by default:

  • ConsoleAddonFps: display the FPS at the top-right

  • ConsoleAddonSelect: activate the selection mode

  • ConsoleAddonBreadcrumb: display the hierarchy of the current widget at the bottom

  • ConsoleAddonWidgetTree: panel to display the widget tree of the application

  • ConsoleAddonWidgetPanel: panel to display the properties of the selected widget

If you need to add custom widgets in the Console, please use either ConsoleButton, ConsoleToggleButton or ConsoleLabel.

An addon must inherit from the ConsoleAddon class.

For example, here is a simple addon for displaying the FPS at the top/right of the Console:

from kivy.modules.console import Console, ConsoleAddon

class ConsoleAddonFps(ConsoleAddon):
    def init(self):
        self.lbl = ConsoleLabel(text="0 Fps")
        self.console.add_toolbar_widget(self.lbl, right=True)

    def activate(self):
        self.event = Clock.schedule_interval(self.update_fps, 1 / 2.)

    def deactivated(self):
        self.event.cancel()

    def update_fps(self, *args):
        fps = Clock.get_fps()
        self.lbl.text = "{} Fps".format(int(fps))

Console.register_addon(ConsoleAddonFps)

You can create addons that add panels. Panel activation/deactivation is not tied to the addon activation/deactivation, but in some cases, you can use the same callback for deactivating the addon and the panel. Here is a simple “About” panel addon:

from kivy.modules.console import Console, ConsoleAddon, ConsoleLabel

class ConsoleAddonAbout(ConsoleAddon):
    def init(self):
        self.console.add_panel("About", self.panel_activate,
                               self.panel_deactivate)

    def panel_activate(self):
        self.console.bind(widget=self.update_content)
        self.update_content()

    def panel_deactivate(self):
        self.console.unbind(widget=self.update_content)

    def deactivate(self):
        self.panel_deactivate()

    def update_content(self, *args):
        widget = self.console.widget
        if not widget:
            return
        text = "Selected widget is: {!r}".format(widget)
        lbl = ConsoleLabel(text=text)
        self.console.set_content(lbl)

Console.register_addon(ConsoleAddonAbout)
class kivy.modules.console.Console(**kwargs)[source]

Bases: kivy.uix.relativelayout.RelativeLayout

Console interface

This widget is created by create_console(), when the module is loaded. During that time, you can add addons on the console to extend the functionalities, or add your own application stats / debugging module.

activated

True if the Console is activated (showed)

add_panel(name, cb_activate, cb_deactivate, cb_refresh=None)[source]

Add a new panel in the Console.

  • cb_activate is a callable that will be called when the panel is activated by the user.

  • cb_deactivate is a callable that will be called when the panel is deactivated or when the console will hide.

  • cb_refresh is an optional callable that is called if the user click again on the button for display the panel

When activated, it’s up to the panel to display a content in the Console by using set_content().

add_toolbar_widget(widget, right=False)[source]

Add a widget in the top left toolbar of the Console. Use right=True if you wanna add the widget at the right instead.

addons = [<class 'kivy.modules.console.ConsoleAddonSelect'>, <class 'kivy.modules.console.ConsoleAddonFps'>, <class 'kivy.modules.console.ConsoleAddonWidgetPanel'>, <class 'kivy.modules.console.ConsoleAddonWidgetTree'>, <class 'kivy.modules.console.ConsoleAddonBreadcrumb'>]

Array of addons that will be created at Console creation

highlight_at(x, y)[source]

Select a widget from a x/y window coordinate. This is mostly used internally when Select mode is activated

inspect_enabled

Indicate if the inspector inspection is enabled. If yes, the next touch down will select a the widget under the touch

mode

Display mode of the Console, either docked at the bottom, or as a floating window.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

pick(widget, x, y)[source]

Pick a widget at x/y, given a root widget

remove_toolbar_widget(widget)[source]

Remove a widget from the toolbar

set_content(content)[source]

Replace the Console content with a new one.

widget

Current widget being selected

class kivy.modules.console.ConsoleAddon(console)[source]

Bases: builtins.object

Base class for implementing addons

activate()[source]

Method called when the addon is activated by the console (when the console is displayed)

console = None

Console instance

deactivate()[source]

Method called when the addon is deactivated by the console (when the console is hidden)

init()[source]

Method called when the addon is instantiated by the Console

class kivy.modules.console.ConsoleButton(**kwargs)[source]

Bases: kivy.uix.button.Button

Button specialized for the Console

class kivy.modules.console.ConsoleLabel(**kwargs)[source]

Bases: kivy.uix.label.Label

LabelButton specialized for the Console

class kivy.modules.console.ConsoleToggleButton(**kwargs)[source]

Bases: kivy.uix.togglebutton.ToggleButton

ToggleButton specialized for the Console

kivy.modules.console.start(win, ctx)[source]

Create an Console instance attached to the ctx and bound to the Window’s on_keyboard() event for capturing the keyboard shortcut.

Parameters:
win: A Window

The application Window to bind to.

ctx: A Widget or subclass

The Widget to be inspected.

kivy.modules.console.stop(win, ctx)[source]

Stop and unload any active Inspectors for the given ctx.

Inspector

New in version 1.0.9.

Warning

This module is highly experimental, use it with care.

The Inspector is a tool for finding a widget in the widget tree by clicking or tapping on it. Some keyboard shortcuts are activated:

  • “Ctrl + e”: activate / deactivate the inspector view

  • “Escape”: cancel widget lookup first, then hide the inspector view

Available inspector interactions:

  • tap once on a widget to select it without leaving inspect mode

  • double tap on a widget to select and leave inspect mode (then you can manipulate the widget again)

Some properties can be edited live. However, due to the delayed usage of some properties, it might crash if you don’t handle all the cases.

Usage

For normal module usage, please see the modules documentation.

The Inspector, however, can also be imported and used just like a normal python module. This has the added advantage of being able to activate and deactivate the module programmatically:

from kivy.core.window import Window
from kivy.app import App
from kivy.uix.button import Button
from kivy.modules import inspector

class Demo(App):
    def build(self):
        button = Button(text="Test")
        inspector.create_inspector(Window, button)
        return button

Demo().run()

To remove the Inspector, you can do the following:

inspector.stop(Window, button)
kivy.modules.inspector.create_inspector(win, ctx, *largs)[source]

Create an Inspector instance attached to the ctx and bound to the Window’s on_keyboard() event for capturing the keyboard shortcut.

Parameters:
win: A Window

The application Window to bind to.

ctx: A Widget or subclass

The Widget to be inspected.

kivy.modules.inspector.stop(win, ctx)[source]

Stop and unload any active Inspectors for the given ctx.

JoyCursor

New in version 1.10.0.

The JoyCursor is a tool for navigating with a joystick as if using a mouse or touch. Most of the actions that are possible for a mouse user are available in this module.

For example:

  • left click

  • right click

  • double click (two clicks)

  • moving the cursor

  • holding the button (+ moving at the same time)

  • selecting

  • scrolling

There are some properties that can be edited live, such as intensity of the JoyCursor movement and toggling mouse button holding.

Usage

For normal module usage, please see the modules documentation and these bindings:

Event

Joystick

cursor move

Axis 3, Axis 4

cursor intensity

Button 0, Button 1

left click

Button 2

right click

Button 3

scroll up

Button 4

scroll down

Button 5

hold button

Button 6

joycursor on/off

Button 7

The JoyCursor, like Inspector, can also be imported and used as a normal python module. This has the added advantage of being able to activate and deactivate the module programmatically:

from kivy.lang import Builder
from kivy.base import runTouchApp
runTouchApp(Builder.load_string("""
#:import jc kivy.modules.joycursor
BoxLayout:
    Button:
        text: 'Press & activate with Ctrl+E or Button 7'
        on_release: jc.create_joycursor(root.parent, root)
    Button:
        text: 'Disable'
        on_release: jc.stop(root.parent, root)
"""))
kivy.modules.joycursor.create_joycursor(win, ctx, *args)[source]

Create a JoyCursor instance attached to the ctx and bound to the Window’s on_keyboard() event for capturing the keyboard shortcuts.

Parameters:
win: A Window

The application Window to bind to.

ctx: A Widget or subclass

The Widget for JoyCursor to attach to.

kivy.modules.joycursor.stop(win, ctx)[source]

Stop and unload any active JoyCursors for the given ctx.

Keybinding

This module forces the mapping of some keys to functions:

  • F11: Rotate the Window through 0, 90, 180 and 270 degrees

  • Shift + F11: Switches between portrait and landscape on desktops

  • F12: Take a screenshot

Note: this doesn’t work if the application requests the keyboard beforehand.

Usage

For normal module usage, please see the modules documentation.

The Keybinding module, however, can also be imported and used just like a normal python module. This has the added advantage of being able to activate and deactivate the module programmatically:

from kivy.app import App
from kivy.uix.button import Button
from kivy.modules import keybinding
from kivy.core.window import Window

class Demo(App):

    def build(self):
        button = Button(text="Hello")
        keybinding.start(Window, button)
        return button

Demo().run()

To remove the Keybinding, you can do the following:

Keybinding.stop(Window, button)

Monitor module

The Monitor module is a toolbar that shows the activity of your current application :

  • FPS

  • Graph of input events

Usage

For normal module usage, please see the modules documentation.

Recorder module

New in version 1.1.0.

Create an instance of Recorder, attach to the class, and bind some keys to record / play sequences:

  • F6: play the last record in a loop

  • F7: read the latest recording

  • F8: record input events

Configuration
Parameters:
attrs: str, defaults to record_attrs value.

Attributes to record from the motion event

profile_mask: str, defaults to record_profile_mask value.

Mask for motion event profile. Used to filter which profile will appear in the fake motion event when replayed.

filename: str, defaults to ‘recorder.kvi’

Name of the file to record / play with

Usage

For normal module usage, please see the modules documentation.

Screen

This module changes some environment and configuration variables to match the density / dpi / screensize of a specific device.

To see a list of the available screenid’s, just run:

python main.py -m screen

To simulate a medium-density screen such as the Motorola Droid 2:

python main.py -m screen:droid2

To simulate a high-density screen such as HTC One X, in portrait:

python main.py -m screen:onex,portrait

To simulate the iPad 2 screen:

python main.py -m screen:ipad

If the generated window is too large, you can specify a scale:

python main.py -m screen:note2,portrait,scale=.75

Note that to display your contents correctly on a scaled window you must consistently use units ‘dp’ and ‘sp’ throughout your app. See metrics for more details.

Touchring

Shows rings around every touch on the surface / screen. You can use this module to check that you don’t have any calibration issues with touches.

Configuration
Parameters:
image: str, defaults to ‘<kivy>/data/images/ring.png’

Filename of the image to use.

scale: float, defaults to 1.

Scale of the image.

alpha: float, defaults to 1.

Opacity of the image.

Example

In your configuration (~/.kivy/config.ini), you can add something like this:

[modules]
touchring = image=mypointer.png,scale=.3,alpha=.7

Web Debugger

New in version 1.2.0.

Warning

This module is highly experimental, use it with care.

This module will start a webserver and run in the background. You can see how your application evolves during runtime, examine the internal cache etc.

Run with:

python main.py -m webdebugger

Then open your webbrowser on http://localhost:5000/

Network support

Kivy currently supports basic, asynchronous network requests. Please refer to kivy.network.urlrequest.UrlRequest.

UrlRequest

New in version 1.0.8.

You can use the UrlRequest to make asynchronous requests on the web and get the result when the request is completed. The spirit is the same as the XHR object in Javascript.

The content is also decoded if the Content-Type is application/json and the result automatically passed through json.loads.

The syntax to create a request:

from kivy.network.urlrequest import UrlRequest
req = UrlRequest(url, on_success, on_redirect, on_failure, on_error,
                 on_progress, req_body, req_headers, chunk_size,
                 timeout, method, decode, debug, file_path, ca_file,
                 verify)

Only the first argument is mandatory: the rest are optional. By default, a “GET” request will be sent. If the UrlRequest.req_body is not None, a “POST” request will be sent. It’s up to you to adjust UrlRequest.req_headers to suit your requirements and the response to the request will be accessible as the parameter called “result” on the callback function of the on_success event.

Example of fetching JSON:

def got_json(req, result):
    for key, value in req.resp_headers.items():
        print('{}: {}'.format(key, value))

req = UrlRequest('https://httpbin.org/headers', got_json)

Example of Posting data (adapted from httplib example):

import urllib

def bug_posted(req, result):
    print('Our bug is posted!')
    print(result)

params = urllib.urlencode({'@number': 12524, '@type': 'issue',
    '@action': 'show'})
headers = {'Content-type': 'application/x-www-form-urlencoded',
          'Accept': 'text/plain'}
req = UrlRequest('bugs.python.org', on_success=bug_posted, req_body=params,
        req_headers=headers)

If you want a synchronous request, you can call the wait() method.

kivy.network.urlrequest.UrlRequest

alias of UrlRequestUrllib

class kivy.network.urlrequest.UrlRequestBase(url, on_success=None, on_redirect=None, on_failure=None, on_error=None, on_progress=None, req_body=None, req_headers=None, chunk_size=8192, timeout=None, method=None, decode=True, debug=False, file_path=None, ca_file=None, verify=True, proxy_host=None, proxy_port=None, proxy_headers=None, user_agent=None, on_cancel=None, on_finish=None, cookies=None, auth=None)[source]

Bases: threading.Thread

A UrlRequest. See module documentation for usage.

Changed in version 1.5.1: Add debug parameter

Changed in version 1.0.10: Add method parameter

Changed in version 1.8.0: Parameter decode added. Parameter file_path added. Parameter on_redirect added. Parameter on_failure added.

Changed in version 1.9.1: Parameter ca_file added. Parameter verify added.

Changed in version 1.10.0: Parameters proxy_host, proxy_port and proxy_headers added.

Changed in version 1.11.0: Parameters on_cancel added.

Changed in version 2.2.0: Parameters on_finish added. Parameters auth added.

Parameters:
url: str

Complete url string to call.

on_success: callback(request, result)

Callback function to call when the result has been fetched.

on_redirect: callback(request, result)

Callback function to call if the server returns a Redirect.

on_failure: callback(request, result)

Callback function to call if the server returns a Client or Server Error.

on_error: callback(request, error)

Callback function to call if an error occurs.

on_progress: callback(request, current_size, total_size)

Callback function that will be called to report progression of the download. total_size might be -1 if no Content-Length has been reported in the http response. This callback will be called after each chunk_size is read.

on_cancel: callback(request)

Callback function to call if user requested to cancel the download operation via the .cancel() method.

on_finish: callback(request)

Additional callback function to call if request is done.

req_body: str, defaults to None

Data to sent in the request. If it’s not None, a POST will be done instead of a GET.

req_headers: dict, defaults to None

Custom headers to add to the request.

chunk_size: int, defaults to 8192

Size of each chunk to read, used only when on_progress callback has been set. If you decrease it too much, a lot of on_progress callbacks will be fired and will slow down your download. If you want to have the maximum download speed, increase the chunk_size or don’t use on_progress.

timeout: int, defaults to None

If set, blocking operations will timeout after this many seconds.

method: str, defaults to ‘GET’ (or ‘POST’ if body is specified)

The HTTP method to use.

decode: bool, defaults to True

If False, skip decoding of the response.

debug: bool, defaults to False

If True, it will use the Logger.debug to print information about url access/progression/errors.

file_path: str, defaults to None

If set, the result of the UrlRequest will be written to this path instead of in memory.

ca_file: str, defaults to None

Indicates a SSL CA certificate file path to validate HTTPS certificates against

verify: bool, defaults to True

If False, disables SSL CA certificate verification

proxy_host: str, defaults to None

If set, the proxy host to use for this connection.

proxy_port: int, defaults to None

If set, and proxy_host is also set, the port to use for connecting to the proxy server.

proxy_headers: dict, defaults to None

If set, and proxy_host is also set, the headers to send to the proxy server in the CONNECT request.

auth: HTTPBasicAuth, defaults to None

If set, request will use basicauth to authenticate. Only used in “Requests” implementation

cancel()[source]

Cancel the current request. It will be aborted, and the result will not be dispatched. Once cancelled, the callback on_cancel will be called.

New in version 1.11.0.

property chunk_size

Return the size of a chunk, used only in “progress” mode (when on_progress callback is set.)

decode_result(result, resp)[source]

Decode the result fetched from url according to his Content-Type. Currently supports only application/json.

property error

Return the error of the request. This value is not determined until the request is completed.

property is_finished

Return True if the request has finished, whether it’s a success or a failure.

req_body

Request body passed in __init__

req_headers

Request headers passed in __init__

property resp_headers

If the request has been completed, return a dictionary containing the headers of the response. Otherwise, it will return None.

property resp_status

Return the status code of the response if the request is complete, otherwise return None.

property result

Return the result of the request. This value is not determined until the request is finished.

run()[source]

Method representing the thread’s activity.

You may override this method in a subclass. The standard run() method invokes the callable object passed to the object’s constructor as the target argument, if any, with sequential and keyword arguments taken from the args and kwargs arguments, respectively.

url

Url of the request

wait(delay=0.5)[source]

Wait for the request to finish (until resp_status is not None)

Note

This method is intended to be used in the main thread, and the callback will be dispatched from the same thread from which you’re calling.

New in version 1.1.0.

class kivy.network.urlrequest.UrlRequestRequests(url, on_success=None, on_redirect=None, on_failure=None, on_error=None, on_progress=None, req_body=None, req_headers=None, chunk_size=8192, timeout=None, method=None, decode=True, debug=False, file_path=None, ca_file=None, verify=True, proxy_host=None, proxy_port=None, proxy_headers=None, user_agent=None, on_cancel=None, on_finish=None, cookies=None, auth=None)[source]

Bases: kivy.network.urlrequest.UrlRequestBase

class kivy.network.urlrequest.UrlRequestUrllib(url, on_success=None, on_redirect=None, on_failure=None, on_error=None, on_progress=None, req_body=None, req_headers=None, chunk_size=8192, timeout=None, method=None, decode=True, debug=False, file_path=None, ca_file=None, verify=True, proxy_host=None, proxy_port=None, proxy_headers=None, user_agent=None, on_cancel=None, on_finish=None, cookies=None, auth=None)[source]

Bases: kivy.network.urlrequest.UrlRequestBase

Storage

New in version 1.7.0.

Warning

This module is still experimental, and the API is subject to change in a future version.

Usage

The idea behind the Storage module is to be able to load/store any number of key-value pairs via an indexed key. The default model is abstract so you cannot use it directly. We provide some implementations such as:

Examples

For example, let’s use a JsonStore:

from kivy.storage.jsonstore import JsonStore

store = JsonStore('hello.json')

# put some values
store.put('tito', name='Mathieu', org='kivy')
store.put('tshirtman', name='Gabriel', age=27)

# using the same index key erases all previously added key-value pairs
store.put('tito', name='Mathieu', age=30)

# get a value using a index key and key
print('tito is', store.get('tito')['age'])

# or guess the key/entry for a part of the key
for item in store.find(name='Gabriel'):
    print('tshirtmans index key is', item[0])
    print('his key value pairs are', str(item[1]))

Because the data is persistent, you can check later to see if the key exists:

from kivy.storage.jsonstore import JsonStore

store = JsonStore('hello.json')
if store.exists('tito'):
    print('tite exists:', store.get('tito'))
    store.delete('tito')

Synchronous / Asynchronous API

All the standard methods (get(), put() , exists(), delete(), find()) have an asynchronous version.

For example, the get method has a callback parameter. If set, the callback will be used to return the result to the user when available: the request will be asynchronous. If the callback is None, then the request will be synchronous and the result will be returned directly.

Without callback (Synchronous API):

entry = mystore.get('tito')
print('tito =', entry)

With callback (Asynchronous API):

def my_callback(store, key, result):
    print('the key', key, 'has a value of', result)
mystore.get('plop', callback=my_callback)

The callback signature (for almost all methods) is:

def callback(store, key, result):
    """
    store: the `Store` instance currently used.
    key: the key sought for.
    result: the result of the lookup for the key.
    """

Synchronous container type

The storage API emulates the container type for the synchronous API:

store = JsonStore('hello.json')

# original: store.get('tito')
store['tito']

# original: store.put('tito', name='Mathieu')
store['tito'] = {'name': 'Mathieu'}

# original: store.delete('tito')
del store['tito']

# original: store.count()
len(store)

# original: store.exists('tito')
'tito' in store

# original: for key in store.keys()
for key in store:
    pass
class kivy.storage.AbstractStore(**kwargs)[source]

Bases: kivy.event.EventDispatcher

Abstract class used to implement a Store

async_clear(callback)[source]

Asynchronous version of clear().

async_count(callback)[source]

Asynchronously return the number of entries in the storage.

async_delete(callback, key)[source]

Asynchronous version of delete().

Callback arguments:
store: AbstractStore instance

Store instance

key: string

Name of the key to search for

result: bool

Indicate True if the storage has been updated, or False if nothing has been done (no changes). None if any error.

async_exists(callback, key)[source]

Asynchronous version of exists().

Callback arguments:
store: AbstractStore instance

Store instance

key: string

Name of the key to search for

result: boo

Result of the query, None if any error

async_find(callback, **filters)[source]

Asynchronous version of find().

The callback will be called for each entry in the result.

Callback arguments:
store: AbstractStore instance

Store instance

key: string

Name of the key to search for, or None if we reach the end of the results

result: bool

Indicate True if the storage has been updated, or False if nothing has been done (no changes). None if any error.

async_get(callback, key)[source]

Asynchronous version of get().

Callback arguments:
store: AbstractStore instance

Store instance

key: string

Name of the key to search for

result: dict

Result of the query, None if any error

async_keys(callback)[source]

Asynchronously return all the keys in the storage.

async_put(callback, key, **values)[source]

Asynchronous version of put().

Callback arguments:
store: AbstractStore instance

Store instance

key: string

Name of the key to search for

result: bool

Indicate True if the storage has been updated, or False if nothing has been done (no changes). None if any error.

clear()[source]

Wipe the whole storage.

count()[source]

Return the number of entries in the storage.

delete(key)[source]

Delete a key from the storage. If the key is not found, a KeyError exception will be thrown.

exists(key)[source]

Check if a key exists in the store.

find(**filters)[source]

Return all the entries matching the filters. The entries are returned through a generator as a list of (key, entry) pairs where entry is a dict of key-value pairs

for key, entry in store.find(name='Mathieu'):
    print('key:', key, ', entry:', entry)

Because it’s a generator, you cannot directly use it as a list. You can do:

# get all the (key, entry) availables
entries = list(store.find(name='Mathieu'))
# get only the entry from (key, entry)
entries = list((x[1] for x in store.find(name='Mathieu')))
get(key)[source]

Get the key-value pairs stored at key. If the key is not found, a KeyError exception will be thrown.

keys()[source]

Return a list of all the keys in the storage.

put(key, **values)[source]

Put new key-value pairs (given in values) into the storage. Any existing key-value pairs will be removed.

Dictionary store

Use a Python dictionary as a store.

class kivy.storage.dictstore.DictStore(filename, data=None, **kwargs)[source]

Bases: kivy.storage.AbstractStore

Store implementation using a pickled dict. See the kivy.storage module documentation for more information.

JSON store

A Storage module used to save/load key-value pairs from a json file.

class kivy.storage.jsonstore.JsonStore(filename, indent=None, sort_keys=False, **kwargs)[source]

Bases: kivy.storage.AbstractStore

Store implementation using a json file for storing the key-value pairs. See the kivy.storage module documentation for more information.

Redis Store

Store implementation using Redis. You must have redis-py installed.

Usage example:

from kivy.storage.redisstore import RedisStore

params = dict(host='localhost', port=6379, db=14)
store = RedisStore(params)

All the key-value pairs will be stored with a prefix ‘store’ by default. You can instantiate the storage with another prefix like this:

from kivy.storage.redisstore import RedisStore

params = dict(host='localhost', port=6379, db=14)
store = RedisStore(params, prefix='mystore2')

The params dictionary will be passed to the redis.StrictRedis class.

See redis-py.

class kivy.storage.redisstore.RedisStore(redis_params, **kwargs)[source]

Bases: kivy.storage.AbstractStore

Store implementation using a Redis database. See the kivy.storage module documentation for more information.

Tools

The tools module provides various utility scripts, modules and examples.

Scripts

Some useful scripts include:

  • kviewer.py: for viewing kv files with automatic updating

  • benchmark.py: provides detailed OpenGL hardware information as well as some benchmarks measuring kivy specific performance

  • reports.py: provides a comprehensive report covering your systems providers, libraries, configuration, environment, input devices and options

  • texturecompress.py: a command line utility for compressing images into PVRTC or ETC1 formats

  • generate-icons.py: generates set of icons suitable for the various store and package formats

  • gles_compat/subset_gles.py: examines compatibility between GLEXT and GLES2 headers for finding compatible subsets

Modules

Tool modules provide various resources for:

Other

Other miscellaneous resources include

  • pep8checker: pep8 checking scripts and git hook

  • theming: demonstrates an alternative theme for kivy

  • travis: travis continuous integration

This help document is a work-in-progress and currently under construction.

Packaging

This module contains PyInstaller hooks in order to assist in the process of building binary packages. PyInstaller allows you to produce stand-alone, self-contained executables of your Kivy app for Windows, Linux and Mac.

For more information, please see the PyInstaller website

Widgets

Widgets are elements of a graphical user interface that form part of the User Experience. The kivy.uix module contains classes for creating and managing Widgets. Please refer to the Widget class documentation for further information.

Kivy widgets can be categorized as follows:


Behaviors

New in version 1.8.0.

Behavior mixin classes

This module implements behaviors that can be mixed in with existing base widgets. The idea behind these classes is to encapsulate properties and events associated with certain types of widgets.

Isolating these properties and events in a mixin class allows you to define your own implementation for standard kivy widgets that can act as drop-in replacements. This means you can re-style and re-define widgets as desired without breaking compatibility: as long as they implement the behaviors correctly, they can simply replace the standard widgets.

Adding behaviors

Say you want to add Button capabilities to an Image, you could do:

class IconButton(ButtonBehavior, Image):
    pass

This would give you an Image with the events and properties inherited from ButtonBehavior. For example, the on_press and on_release events would be fired when appropriate:

class IconButton(ButtonBehavior, Image):
    def on_press(self):
        print("on_press")

Or in kv:

IconButton:
    on_press: print('on_press')

Naturally, you could also bind to any property changes the behavior class offers:

def state_changed(*args):
    print('state changed')

button = IconButton()
button.bind(state=state_changed)

Note

The behavior class must always be _before_ the widget class. If you don’t specify the inheritance in this order, the behavior will not work because the behavior methods are overwritten by the class method listed first.

Similarly, if you combine a behavior class with a class which requires the use of the methods also defined by the behavior class, the resulting class may not function properly. For example, when combining the ButtonBehavior with a Slider, both of which use the on_touch_up() method, the resulting class may not work properly.

Changed in version 1.9.1: The individual behavior classes, previously in one big behaviors.py file, has been split into a single file for each class under the behaviors module. All the behaviors are still imported in the behaviors module so they are accessible as before (e.g. both from kivy.uix.behaviors import ButtonBehavior and from kivy.uix.behaviors.button import ButtonBehavior work).

class kivy.uix.behaviors.ButtonBehavior(**kwargs)[source]

Bases: builtins.object

This mixin class provides Button behavior. Please see the button behaviors module documentation for more information.

Events:
on_press

Fired when the button is pressed.

on_release

Fired when the button is released (i.e. the touch/click that pressed the button goes away).

always_release

This determines whether or not the widget fires an on_release event if the touch_up is outside the widget.

New in version 1.9.0.

Changed in version 1.10.0: The default value is now False.

always_release is a BooleanProperty and defaults to False.

last_touch

Contains the last relevant touch received by the Button. This can be used in on_press or on_release in order to know which touch dispatched the event.

New in version 1.8.0.

last_touch is a ObjectProperty and defaults to None.

min_state_time

The minimum period of time which the widget must remain in the ‘down’ state.

New in version 1.9.1.

min_state_time is a float and defaults to 0.035. This value is taken from Config.

state

The state of the button, must be one of ‘normal’ or ‘down’. The state is ‘down’ only when the button is currently touched/clicked, otherwise its ‘normal’.

state is an OptionProperty and defaults to ‘normal’.

trigger_action(duration=0.1)[source]

Trigger whatever action(s) have been bound to the button by calling both the on_press and on_release callbacks.

This is similar to a quick button press without using any touch events, but note that like most kivy code, this is not guaranteed to be safe to call from external threads. If needed use Clock to safely schedule this function and the resulting callbacks to be called from the main thread.

Duration is the length of the press in seconds. Pass 0 if you want the action to happen instantly.

New in version 1.8.0.

class kivy.uix.behaviors.CodeNavigationBehavior[source]

Bases: kivy.event.EventDispatcher

Code navigation behavior. Modifies the navigation behavior in TextInput to work like an IDE instead of a word processor. Please see the code navigation behaviors module documentation for more information.

New in version 1.9.1.

class kivy.uix.behaviors.CompoundSelectionBehavior(**kwargs)[source]

Bases: builtins.object

The Selection behavior mixin implements the logic behind keyboard and touch selection of selectable widgets managed by the derived widget. Please see the compound selection behaviors module documentation for more information.

New in version 1.9.0.

clear_selection()[source]

Deselects all the currently selected nodes.

deselect_node(node)[source]

Deselects a possibly selected node.

It is called by the controller when it deselects a node and can also be called from the outside to deselect a node directly. The derived widget should overwrite this method and change the node to its unselected state when this is called

Parameters:
node

The node to be deselected.

Warning

This method must be called by the derived widget using super if it is overwritten.

get_index_of_node(node, selectable_nodes)[source]

(internal) Returns the index of the node within the selectable_nodes returned by get_selectable_nodes().

get_selectable_nodes()[source]

(internal) Returns a list of the nodes that can be selected. It can be overwritten by the derived widget to return the correct list.

This list is used to determine which nodes to select with group selection. E.g. the last element in the list will be selected when home is pressed, pagedown will move (or add to, if shift is held) the selection from the current position by negative page_count nodes starting from the position of the currently selected node in this list and so on. Still, nodes can be selected even if they are not in this list.

Note

It is safe to dynamically change this list including removing, adding, or re-arranging its elements. Nodes can be selected even if they are not on this list. And selected nodes removed from the list will remain selected until deselect_node() is called.

Warning

Layouts display their children in the reverse order. That is, the contents of children is displayed form right to left, bottom to top. Therefore, internally, the indices of the elements returned by this function are reversed to make it work by default for most layouts so that the final result is consistent e.g. home, although it will select the last element in this list visually, will select the first element when counting from top to bottom and left to right. If this behavior is not desired, a reversed list should be returned instead.

Defaults to returning children.

goto_node(key, last_node, last_node_idx)[source]

(internal) Used by the controller to get the node at the position indicated by key. The key can be keyboard inputs, e.g. pageup, or scroll inputs from the mouse scroll wheel, e.g. scrollup. ‘last_node’ is the last node selected and is used to find the resulting node. For example, if the key is up, the returned node is one node up from the last node.

It can be overwritten by the derived widget.

Parameters:
key

str, the string used to find the desired node. It can be any of the keyboard keys, as well as the mouse scrollup, scrolldown, scrollright, and scrollleft strings. If letters are typed in quick succession, the letters will be combined before it’s passed in as key and can be used to find nodes that have an associated string that starts with those letters.

last_node

The last node that was selected.

last_node_idx

The cached index of the last node selected in the get_selectable_nodes() list. If the list hasn’t changed it saves having to look up the index of last_node in that list.

Returns:

tuple, the node targeted by key and its index in the get_selectable_nodes() list. Returning (last_node, last_node_idx) indicates a node wasn’t found.

keyboard_select

Determines whether the keyboard can be used for selection. If False, keyboard inputs will be ignored.

keyboard_select is a BooleanProperty and defaults to True.

multiselect

Determines whether multiple nodes can be selected. If enabled, keyboard shift and ctrl selection, optionally combined with touch, for example, will be able to select multiple widgets in the normally expected manner. This dominates touch_multiselect when False.

multiselect is a BooleanProperty and defaults to False.

nodes_order_reversed

(Internal) Indicates whether the order of the nodes as displayed top- down is reversed compared to their order in get_selectable_nodes() (e.g. how the children property is reversed compared to how it’s displayed).

page_count

Determines by how much the selected node is moved up or down, relative to the position of the last selected node, when pageup (or pagedown) is pressed.

page_count is a NumericProperty and defaults to 10.

right_count

Determines by how much the selected node is moved up or down, relative to the position of the last selected node, when the right (or left) arrow on the keyboard is pressed.

right_count is a NumericProperty and defaults to 1.

scroll_count

Determines by how much the selected node is moved up or down, relative to the position of the last selected node, when the mouse scroll wheel is scrolled.

right_count is a NumericProperty and defaults to 0.

select_node(node)[source]

Selects a node.

It is called by the controller when it selects a node and can be called from the outside to select a node directly. The derived widget should overwrite this method and change the node state to selected when called.

Parameters:
node

The node to be selected.

Returns:

bool, True if the node was selected, False otherwise.

Warning

This method must be called by the derived widget using super if it is overwritten.

select_with_key_down(keyboard, scancode, codepoint, modifiers, **kwargs)[source]

Processes a key press. This is called when a key press is to be used for selection. Depending on the keyboard keys pressed and the configuration, it could select or deselect nodes or node ranges from the selectable nodes list, get_selectable_nodes().

The parameters are such that it could be bound directly to the on_key_down event of a keyboard. Therefore, it is safe to be called repeatedly when the key is held down as is done by the keyboard.

Returns:

bool, True if the keypress was used, False otherwise.

select_with_key_up(keyboard, scancode, **kwargs)[source]

(internal) Processes a key release. This must be called by the derived widget when a key that select_with_key_down() returned True is released.

The parameters are such that it could be bound directly to the on_key_up event of a keyboard.

Returns:

bool, True if the key release was used, False otherwise.

select_with_touch(node, touch=None)[source]

(internal) Processes a touch on the node. This should be called by the derived widget when a node is touched and is to be used for selection. Depending on the keyboard keys pressed and the configuration, it could select or deslect this and other nodes in the selectable nodes list, get_selectable_nodes().

Parameters:
node

The node that received the touch. Can be None for a scroll type touch.

touch

Optionally, the touch. Defaults to None.

Returns:

bool, True if the touch was used, False otherwise.

selected_nodes

The list of selected nodes.

Note

Multiple nodes can be selected right after one another e.g. using the keyboard. When listening to selected_nodes, one should be aware of this.

selected_nodes is a ListProperty and defaults to the empty list, []. It is read-only and should not be modified.

text_entry_timeout

When typing characters in rapid succession (i.e. the time difference since the last character is less than text_entry_timeout), the keys get concatenated and the combined text is passed as the key argument of goto_node().

New in version 1.10.0.

touch_deselect_last

Determines whether the last selected node can be deselected when multiselect or touch_multiselect is False.

New in version 1.10.0.

touch_deselect_last is a BooleanProperty and defaults to True on mobile, False on desktop platforms.

touch_multiselect

A special touch mode which determines whether touch events, as processed by select_with_touch(), will add the currently touched node to the selection, or if it will clear the selection before adding the node. This allows the selection of multiple nodes by simply touching them.

This is different from multiselect because when it is True, simply touching an unselected node will select it, even if ctrl is not pressed. If it is False, however, ctrl must be pressed in order to add to the selection when multiselect is True.

Note

multiselect, when False, will disable touch_multiselect.

touch_multiselect is a BooleanProperty and defaults to False.

up_count

Determines by how much the selected node is moved up or down, relative to the position of the last selected node, when the up (or down) arrow on the keyboard is pressed.

up_count is a NumericProperty and defaults to 1.

class kivy.uix.behaviors.CoverBehavior(**kwargs)[source]

Bases: builtins.object

The CoverBehavior mixin provides rendering a texture covering full widget size keeping aspect ratio of the original texture.

New in version 1.10.0.

cover_pos

Position of the aspect ratio aware texture. Gets calculated in CoverBehavior.calculate_cover.

cover_pos is a ListProperty and defaults to [0, 0].

cover_size

Size of the aspect ratio aware texture. Gets calculated in CoverBehavior.calculate_cover.

cover_size is a ListProperty and defaults to [0, 0].

reference_size

Reference size used for aspect ratio approximation calculation.

reference_size is a ListProperty and defaults to [].

class kivy.uix.behaviors.DragBehavior(**kwargs)[source]

Bases: builtins.object

The DragBehavior mixin provides Drag behavior. When combined with a widget, dragging in the rectangle defined by drag_rectangle will drag the widget. Please see the drag behaviors module documentation for more information.

New in version 1.8.0.

drag_distance

Distance to move before dragging the DragBehavior, in pixels. As soon as the distance has been traveled, the DragBehavior will start to drag, and no touch event will be dispatched to the children. It is advisable that you base this value on the dpi of your target device’s screen.

drag_distance is a NumericProperty and defaults to the scroll_distance as defined in the user Config (20 pixels by default).

drag_rect_height

Height of the axis aligned bounding rectangle where dragging is allowed.

drag_rect_height is a NumericProperty and defaults to 100.

drag_rect_width

Width of the axis aligned bounding rectangle where dragging is allowed.

drag_rect_width is a NumericProperty and defaults to 100.

drag_rect_x

X position of the axis aligned bounding rectangle where dragging is allowed (in window coordinates).

drag_rect_x is a NumericProperty and defaults to 0.

drag_rect_y

Y position of the axis aligned bounding rectangle where dragging is allowed (in window coordinates).

drag_rect_Y is a NumericProperty and defaults to 0.

drag_rectangle

Position and size of the axis aligned bounding rectangle where dragging is allowed.

drag_rectangle is a ReferenceListProperty of (drag_rect_x, drag_rect_y, drag_rect_width, drag_rect_height) properties.

drag_timeout

Timeout allowed to trigger the drag_distance, in milliseconds. If the user has not moved drag_distance within the timeout, dragging will be disabled, and the touch event will be dispatched to the children.

drag_timeout is a NumericProperty and defaults to the scroll_timeout as defined in the user Config (55 milliseconds by default).

class kivy.uix.behaviors.EmacsBehavior(**kwargs)[source]

Bases: builtins.object

A mixin that enables Emacs-style keyboard shortcuts for the TextInput widget. Please see the Emacs behaviors module documentation for more information.

New in version 1.9.1.

delete_word_left()[source]

Delete text left of the cursor to the beginning of word

delete_word_right()[source]

Delete text right of the cursor to the end of the word

key_bindings

String name which determines the type of key bindings to use with the TextInput. This allows Emacs key bindings to be enabled/disabled programmatically for widgets that inherit from EmacsBehavior. If the value is not 'emacs', Emacs bindings will be disabled. Use 'default' for switching to the default key bindings of TextInput.

key_bindings is a StringProperty and defaults to 'emacs'.

New in version 1.10.0.

class kivy.uix.behaviors.FocusBehavior(**kwargs)[source]

Bases: builtins.object

Provides keyboard focus behavior. When combined with other FocusBehavior widgets it allows one to cycle focus among them by pressing tab. Please see the focus behavior module documentation for more information.

New in version 1.9.0.

focus

Whether the instance currently has focus.

Setting it to True will bind to and/or request the keyboard, and input will be forwarded to the instance. Setting it to False will unbind and/or release the keyboard. For a given keyboard, only one widget can have its focus, so focusing one will automatically unfocus the other instance holding its focus.

When using a software keyboard, please refer to the softinput_mode property to determine how the keyboard display is handled.

focus is a BooleanProperty and defaults to False.

focus_next

The FocusBehavior instance to acquire focus when tab is pressed and this instance has focus, if not None or StopIteration.

When tab is pressed, focus cycles through all the FocusBehavior widgets that are linked through focus_next and are focusable. If focus_next is None, it instead walks the children lists to find the next focusable widget. Finally, if focus_next is the StopIteration class, focus won’t move forward, but end here.

focus_next is an ObjectProperty and defaults to None.

focus_previous

The FocusBehavior instance to acquire focus when shift+tab is pressed on this instance, if not None or StopIteration.

When shift+tab is pressed, focus cycles through all the FocusBehavior widgets that are linked through focus_previous and are focusable. If focus_previous is None, it instead walks the children tree to find the previous focusable widget. Finally, if focus_previous is the StopIteration class, focus won’t move backward, but end here.

focus_previous is an ObjectProperty and defaults to None.

focused

An alias of focus.

focused is a BooleanProperty and defaults to False.

Warning

focused is an alias of focus and will be removed in 2.0.0.

get_focus_next()[source]

Returns the next focusable widget using either focus_next or the children similar to the order when tabbing forwards with the tab key.

get_focus_previous()[source]

Returns the previous focusable widget using either focus_previous or the children similar to the order when the tab + shift keys are triggered together.

hide_keyboard()[source]

Convenience function to hide the keyboard in managed mode.

ignored_touch = []

A list of touches that should not be used to defocus. After on_touch_up, every touch that is not in ignored_touch will defocus all the focused widgets if the config keyboard mode is not multi. Touches on focusable widgets that were used to focus are automatically added here.

Example usage:

class Unfocusable(Widget):

    def on_touch_down(self, touch):
        if self.collide_point(*touch.pos):
            FocusBehavior.ignored_touch.append(touch)

Notice that you need to access this as a class, not an instance variable.

input_type

The kind of input keyboard to request.

New in version 1.8.0.

Changed in version 2.1.0: Changed default value from text to null. Added null to options.

Warning

As the default value has been changed, you may need to adjust input_type in your code.

input_type is an OptionsProperty and defaults to ‘null’. Can be one of ‘null’, ‘text’, ‘number’, ‘url’, ‘mail’, ‘datetime’, ‘tel’ or ‘address’.

is_focusable

Whether the instance can become focused. If focused, it’ll lose focus when set to False.

is_focusable is a BooleanProperty and defaults to True on a desktop (i.e. desktop is True in config), False otherwise.

keyboard

The keyboard to bind to (or bound to the widget) when focused.

When None, a keyboard is requested and released whenever the widget comes into and out of focus. If not None, it must be a keyboard, which gets bound and unbound from the widget whenever it’s in or out of focus. It is useful only when more than one keyboard is available, so it is recommended to be set to None when only one keyboard is available.

If more than one keyboard is available, whenever an instance gets focused a new keyboard will be requested if None. Unless the other instances lose focus (e.g. if tab was used), a new keyboard will appear. When this is undesired, the keyboard property can be used. For example, if there are two users with two keyboards, then each keyboard can be assigned to different groups of instances of FocusBehavior, ensuring that within each group, only one FocusBehavior will have focus, and will receive input from the correct keyboard. See keyboard_mode in config for more information on the keyboard modes.

Keyboard and focus behavior

When using the keyboard, there are some important default behaviors you should keep in mind.

  • When Config’s keyboard_mode is multi, each new touch is considered a touch by a different user and will set the focus (if clicked on a focusable) with a new keyboard. Already focused elements will not lose their focus (even if an unfocusable widget is touched).

  • If the keyboard property is set, that keyboard will be used when the instance gets focused. If widgets with different keyboards are linked through focus_next and focus_previous, then as they are tabbed through, different keyboards will become active. Therefore, typically it’s undesirable to link instances which are assigned different keyboards.

  • When a widget has focus, setting its keyboard to None will remove its keyboard, but the widget will then immediately try to get another keyboard. In order to remove its keyboard, rather set its focus to False.

  • When using a software keyboard, typical on mobile and touch devices, the keyboard display behavior is determined by the softinput_mode property. You can use this property to ensure the focused widget is not covered or obscured.

keyboard is an AliasProperty and defaults to None.

keyboard_mode

Determines how the keyboard visibility should be managed. ‘auto’ will result in the standard behaviour of showing/hiding on focus. ‘managed’ requires setting the keyboard visibility manually, or calling the helper functions show_keyboard() and hide_keyboard().

keyboard_mode is an OptionsProperty and defaults to ‘auto’. Can be one of ‘auto’ or ‘managed’.

keyboard_on_key_down(window, keycode, text, modifiers)[source]

The method bound to the keyboard when the instance has focus.

When the instance becomes focused, this method is bound to the keyboard and will be called for every input press. The parameters are the same as kivy.core.window.WindowBase.on_key_down().

When overwriting the method in the derived widget, super should be called to enable tab cycling. If the derived widget wishes to use tab for its own purposes, it can call super after it has processed the character (if it does not wish to consume the tab).

Similar to other keyboard functions, it should return True if the key was consumed.

keyboard_on_key_up(window, keycode)[source]

The method bound to the keyboard when the instance has focus.

When the instance becomes focused, this method is bound to the keyboard and will be called for every input release. The parameters are the same as kivy.core.window.WindowBase.on_key_up().

When overwriting the method in the derived widget, super should be called to enable de-focusing on escape. If the derived widget wishes to use escape for its own purposes, it can call super after it has processed the character (if it does not wish to consume the escape).

See keyboard_on_key_down()

keyboard_suggestions

If True provides auto suggestions on top of keyboard. This will only work if input_type is set to text, url, mail or address.

Warning

On Android, keyboard_suggestions relies on InputType.TYPE_TEXT_FLAG_NO_SUGGESTIONS to work, but some keyboards just ignore this flag. If you want to disable suggestions at all on Android, you can set input_type to null, which will request the input method to run in a limited “generate key events” mode.

New in version 2.1.0.

keyboard_suggestions is a BooleanProperty and defaults to True

show_keyboard()[source]

Convenience function to show the keyboard in managed mode.

unfocus_on_touch

Whether a instance should lose focus when clicked outside the instance.

When a user clicks on a widget that is focus aware and shares the same keyboard as this widget (which in the case with only one keyboard), then as the other widgets gain focus, this widget loses focus. In addition to that, if this property is True, clicking on any widget other than this widget, will remove focus from this widget.

unfocus_on_touch is a BooleanProperty and defaults to False if the keyboard_mode in Config is ‘multi’ or ‘systemandmulti’, otherwise it defaults to True.

class kivy.uix.behaviors.ToggleButtonBehavior(**kwargs)[source]

Bases: kivy.uix.behaviors.button.ButtonBehavior

This mixin class provides togglebutton behavior. Please see the togglebutton behaviors module documentation for more information.

New in version 1.8.0.

allow_no_selection

This specifies whether the widgets in a group allow no selection i.e. everything to be deselected.

New in version 1.9.0.

allow_no_selection is a BooleanProperty and defaults to True

static get_widgets(groupname)[source]

Return a list of the widgets contained in a specific group. If the group doesn’t exist, an empty list will be returned.

Note

Always release the result of this method! Holding a reference to any of these widgets can prevent them from being garbage collected. If in doubt, do:

l = ToggleButtonBehavior.get_widgets('mygroup')
# do your job
del l

Warning

It’s possible that some widgets that you have previously deleted are still in the list. The garbage collector might need to release other objects before flushing them.

group

Group of the button. If None, no group will be used (the button will be independent). If specified, group must be a hashable object, like a string. Only one button in a group can be in a ‘down’ state.

group is a ObjectProperty and defaults to None.

class kivy.uix.behaviors.TouchRippleBehavior(**kwargs)[source]

Bases: builtins.object

Touch ripple behavior.

Supposed to be used as mixin on widget classes.

Ripple behavior does not trigger automatically, concrete implementation needs to call ripple_show() respective ripple_fade() manually.

Example

Here we create a Label which renders the touch ripple animation on interaction:

class RippleLabel(TouchRippleBehavior, Label):

    def __init__(self, **kwargs):
        super(RippleLabel, self).__init__(**kwargs)

    def on_touch_down(self, touch):
        collide_point = self.collide_point(touch.x, touch.y)
        if collide_point:
            touch.grab(self)
            self.ripple_show(touch)
            return True
        return False

    def on_touch_up(self, touch):
        if touch.grab_current is self:
            touch.ungrab(self)
            self.ripple_fade()
            return True
        return False
ripple_duration_in

Animation duration taken to show the overlay.

ripple_duration_in is a NumericProperty and defaults to 0.5.

ripple_duration_out

Animation duration taken to fade the overlay.

ripple_duration_out is a NumericProperty and defaults to 0.2.

ripple_fade()[source]

Finish ripple animation on current widget.

ripple_fade_from_alpha

Alpha channel for ripple color the animation starts with.

ripple_fade_from_alpha is a NumericProperty and defaults to 0.5.

ripple_fade_to_alpha

Alpha channel for ripple color the animation targets to.

ripple_fade_to_alpha is a NumericProperty and defaults to 0.8.

ripple_func_in

Animation callback for showing the overlay.

ripple_func_in is a StringProperty and defaults to in_cubic.

ripple_func_out

Animation callback for hiding the overlay.

ripple_func_out is a StringProperty and defaults to out_quad.

ripple_rad_default

Default radius the animation starts from.

ripple_rad_default is a NumericProperty and defaults to 10.

ripple_scale

Max scale of the animation overlay calculated from max(width/height) of the decorated widget.

ripple_scale is a NumericProperty and defaults to 2.0.

ripple_show(touch)[source]

Begin ripple animation on current widget.

Expects touch event as argument.

class kivy.uix.behaviors.TouchRippleButtonBehavior(**kwargs)[source]

Bases: kivy.uix.behaviors.touchripple.TouchRippleBehavior

This mixin class provides a similar behavior to ButtonBehavior but provides touch ripple animation instead of button pressed/released as visual effect.

Events:
on_press

Fired when the button is pressed.

on_release

Fired when the button is released (i.e. the touch/click that pressed the button goes away).

always_release

This determines whether or not the widget fires an on_release event if the touch_up is outside the widget.

always_release is a BooleanProperty and defaults to False.

last_touch

Contains the last relevant touch received by the Button. This can be used in on_press or on_release in order to know which touch dispatched the event.

last_touch is a ObjectProperty and defaults to None.

Button Behavior

The ButtonBehavior mixin class provides Button behavior. You can combine this class with other widgets, such as an Image, to provide alternative buttons that preserve Kivy button behavior.

For an overview of behaviors, please refer to the behaviors documentation.

Example

The following example adds button behavior to an image to make a checkbox that behaves like a button:

from kivy.app import App
from kivy.uix.image import Image
from kivy.uix.behaviors import ButtonBehavior


class MyButton(ButtonBehavior, Image):
    def __init__(self, **kwargs):
        super(MyButton, self).__init__(**kwargs)
        self.source = 'atlas://data/images/defaulttheme/checkbox_off'

    def on_press(self):
        self.source = 'atlas://data/images/defaulttheme/checkbox_on'

    def on_release(self):
        self.source = 'atlas://data/images/defaulttheme/checkbox_off'


class SampleApp(App):
    def build(self):
        return MyButton()


SampleApp().run()

See ButtonBehavior for details.

class kivy.uix.behaviors.button.ButtonBehavior(**kwargs)[source]

Bases: builtins.object

This mixin class provides Button behavior. Please see the button behaviors module documentation for more information.

Events:
on_press

Fired when the button is pressed.

on_release

Fired when the button is released (i.e. the touch/click that pressed the button goes away).

always_release

This determines whether or not the widget fires an on_release event if the touch_up is outside the widget.

New in version 1.9.0.

Changed in version 1.10.0: The default value is now False.

always_release is a BooleanProperty and defaults to False.

last_touch

Contains the last relevant touch received by the Button. This can be used in on_press or on_release in order to know which touch dispatched the event.

New in version 1.8.0.

last_touch is a ObjectProperty and defaults to None.

min_state_time

The minimum period of time which the widget must remain in the ‘down’ state.

New in version 1.9.1.

min_state_time is a float and defaults to 0.035. This value is taken from Config.

state

The state of the button, must be one of ‘normal’ or ‘down’. The state is ‘down’ only when the button is currently touched/clicked, otherwise its ‘normal’.

state is an OptionProperty and defaults to ‘normal’.

trigger_action(duration=0.1)[source]

Trigger whatever action(s) have been bound to the button by calling both the on_press and on_release callbacks.

This is similar to a quick button press without using any touch events, but note that like most kivy code, this is not guaranteed to be safe to call from external threads. If needed use Clock to safely schedule this function and the resulting callbacks to be called from the main thread.

Duration is the length of the press in seconds. Pass 0 if you want the action to happen instantly.

New in version 1.8.0.

Code Navigation Behavior

The CodeNavigationBehavior modifies navigation behavior in the TextInput, making it work like an IDE instead of a word processor.

Using this mixin gives the TextInput the ability to recognize whitespace, punctuation and case variations (e.g. CamelCase) when moving over text. It is currently used by the CodeInput widget.

class kivy.uix.behaviors.codenavigation.CodeNavigationBehavior[source]

Bases: kivy.event.EventDispatcher

Code navigation behavior. Modifies the navigation behavior in TextInput to work like an IDE instead of a word processor. Please see the code navigation behaviors module documentation for more information.

New in version 1.9.1.

Compound Selection Behavior

The CompoundSelectionBehavior mixin class implements the logic behind keyboard and touch selection of selectable widgets managed by the derived widget. For example, it can be combined with a GridLayout to add selection to the layout.

Compound selection concepts

At its core, it keeps a dynamic list of widgets that can be selected. Then, as the touches and keyboard input are passed in, it selects one or more of the widgets based on these inputs. For example, it uses the mouse scroll and keyboard up/down buttons to scroll through the list of widgets. Multiselection can also be achieved using the keyboard shift and ctrl keys.

Finally, in addition to the up/down type keyboard inputs, compound selection can also accept letters from the keyboard to be used to select nodes with associated strings that start with those letters, similar to how files are selected by a file browser.

Selection mechanics

When the controller needs to select a node, it calls select_node() and deselect_node(). Therefore, they must be overwritten in order alter node selection. By default, the class doesn’t listen for keyboard or touch events, so the derived widget must call select_with_touch(), select_with_key_down(), and select_with_key_up() on events that it wants to pass on for selection purposes.

Example

To add selection to a grid layout which will contain Button widgets. For each button added to the layout, you need to bind the on_touch_down of the button to select_with_touch() to pass on the touch events:

from kivy.uix.behaviors.compoundselection import CompoundSelectionBehavior
from kivy.uix.button import Button
from kivy.uix.gridlayout import GridLayout
from kivy.uix.behaviors import FocusBehavior
from kivy.core.window import Window
from kivy.app import App


class SelectableGrid(FocusBehavior, CompoundSelectionBehavior, GridLayout):

    def keyboard_on_key_down(self, window, keycode, text, modifiers):
        """Based on FocusBehavior that provides automatic keyboard
        access, key presses will be used to select children.
        """
        if super(SelectableGrid, self).keyboard_on_key_down(
            window, keycode, text, modifiers):
            return True
        if self.select_with_key_down(window, keycode, text, modifiers):
            return True
        return False

    def keyboard_on_key_up(self, window, keycode):
        """Based on FocusBehavior that provides automatic keyboard
        access, key release will be used to select children.
        """
        if super(SelectableGrid, self).keyboard_on_key_up(window, keycode):
            return True
        if self.select_with_key_up(window, keycode):
            return True
        return False

    def add_widget(self, widget, *args, **kwargs):
        """ Override the adding of widgets so we can bind and catch their
        *on_touch_down* events. """
        widget.bind(on_touch_down=self.button_touch_down,
                    on_touch_up=self.button_touch_up)
        return super(SelectableGrid, self)                .add_widget(widget, *args, **kwargs)

    def button_touch_down(self, button, touch):
        """ Use collision detection to select buttons when the touch occurs
        within their area. """
        if button.collide_point(*touch.pos):
            self.select_with_touch(button, touch)

    def button_touch_up(self, button, touch):
        """ Use collision detection to de-select buttons when the touch
        occurs outside their area and *touch_multiselect* is not True. """
        if not (button.collide_point(*touch.pos) or
                self.touch_multiselect):
            self.deselect_node(button)

    def select_node(self, node):
        node.background_color = (1, 0, 0, 1)
        return super(SelectableGrid, self).select_node(node)

    def deselect_node(self, node):
        node.background_color = (1, 1, 1, 1)
        super(SelectableGrid, self).deselect_node(node)

    def on_selected_nodes(self, grid, nodes):
        print("Selected nodes = {0}".format(nodes))


class TestApp(App):
    def build(self):
        grid = SelectableGrid(cols=3, rows=2, touch_multiselect=True,
                              multiselect=True)
        for i in range(0, 6):
            grid.add_widget(Button(text="Button {0}".format(i)))
        return grid


TestApp().run()

Warning

This code is still experimental, and its API is subject to change in a future version.

class kivy.uix.behaviors.compoundselection.CompoundSelectionBehavior(**kwargs)[source]

Bases: builtins.object

The Selection behavior mixin implements the logic behind keyboard and touch selection of selectable widgets managed by the derived widget. Please see the compound selection behaviors module documentation for more information.

New in version 1.9.0.

clear_selection()[source]

Deselects all the currently selected nodes.

deselect_node(node)[source]

Deselects a possibly selected node.

It is called by the controller when it deselects a node and can also be called from the outside to deselect a node directly. The derived widget should overwrite this method and change the node to its unselected state when this is called

Parameters:
node

The node to be deselected.

Warning

This method must be called by the derived widget using super if it is overwritten.

get_index_of_node(node, selectable_nodes)[source]

(internal) Returns the index of the node within the selectable_nodes returned by get_selectable_nodes().

get_selectable_nodes()[source]

(internal) Returns a list of the nodes that can be selected. It can be overwritten by the derived widget to return the correct list.

This list is used to determine which nodes to select with group selection. E.g. the last element in the list will be selected when home is pressed, pagedown will move (or add to, if shift is held) the selection from the current position by negative page_count nodes starting from the position of the currently selected node in this list and so on. Still, nodes can be selected even if they are not in this list.

Note

It is safe to dynamically change this list including removing, adding, or re-arranging its elements. Nodes can be selected even if they are not on this list. And selected nodes removed from the list will remain selected until deselect_node() is called.

Warning

Layouts display their children in the reverse order. That is, the contents of children is displayed form right to left, bottom to top. Therefore, internally, the indices of the elements returned by this function are reversed to make it work by default for most layouts so that the final result is consistent e.g. home, although it will select the last element in this list visually, will select the first element when counting from top to bottom and left to right. If this behavior is not desired, a reversed list should be returned instead.

Defaults to returning children.

goto_node(key, last_node, last_node_idx)[source]

(internal) Used by the controller to get the node at the position indicated by key. The key can be keyboard inputs, e.g. pageup, or scroll inputs from the mouse scroll wheel, e.g. scrollup. ‘last_node’ is the last node selected and is used to find the resulting node. For example, if the key is up, the returned node is one node up from the last node.

It can be overwritten by the derived widget.

Parameters:
key

str, the string used to find the desired node. It can be any of the keyboard keys, as well as the mouse scrollup, scrolldown, scrollright, and scrollleft strings. If letters are typed in quick succession, the letters will be combined before it’s passed in as key and can be used to find nodes that have an associated string that starts with those letters.

last_node

The last node that was selected.

last_node_idx

The cached index of the last node selected in the get_selectable_nodes() list. If the list hasn’t changed it saves having to look up the index of last_node in that list.

Returns:

tuple, the node targeted by key and its index in the get_selectable_nodes() list. Returning (last_node, last_node_idx) indicates a node wasn’t found.

keyboard_select

Determines whether the keyboard can be used for selection. If False, keyboard inputs will be ignored.

keyboard_select is a BooleanProperty and defaults to True.

multiselect

Determines whether multiple nodes can be selected. If enabled, keyboard shift and ctrl selection, optionally combined with touch, for example, will be able to select multiple widgets in the normally expected manner. This dominates touch_multiselect when False.

multiselect is a BooleanProperty and defaults to False.

nodes_order_reversed

(Internal) Indicates whether the order of the nodes as displayed top- down is reversed compared to their order in get_selectable_nodes() (e.g. how the children property is reversed compared to how it’s displayed).

page_count

Determines by how much the selected node is moved up or down, relative to the position of the last selected node, when pageup (or pagedown) is pressed.

page_count is a NumericProperty and defaults to 10.

right_count

Determines by how much the selected node is moved up or down, relative to the position of the last selected node, when the right (or left) arrow on the keyboard is pressed.

right_count is a NumericProperty and defaults to 1.

scroll_count

Determines by how much the selected node is moved up or down, relative to the position of the last selected node, when the mouse scroll wheel is scrolled.

right_count is a NumericProperty and defaults to 0.

select_node(node)[source]

Selects a node.

It is called by the controller when it selects a node and can be called from the outside to select a node directly. The derived widget should overwrite this method and change the node state to selected when called.

Parameters:
node

The node to be selected.

Returns:

bool, True if the node was selected, False otherwise.

Warning

This method must be called by the derived widget using super if it is overwritten.

select_with_key_down(keyboard, scancode, codepoint, modifiers, **kwargs)[source]

Processes a key press. This is called when a key press is to be used for selection. Depending on the keyboard keys pressed and the configuration, it could select or deselect nodes or node ranges from the selectable nodes list, get_selectable_nodes().

The parameters are such that it could be bound directly to the on_key_down event of a keyboard. Therefore, it is safe to be called repeatedly when the key is held down as is done by the keyboard.

Returns:

bool, True if the keypress was used, False otherwise.

select_with_key_up(keyboard, scancode, **kwargs)[source]

(internal) Processes a key release. This must be called by the derived widget when a key that select_with_key_down() returned True is released.

The parameters are such that it could be bound directly to the on_key_up event of a keyboard.

Returns:

bool, True if the key release was used, False otherwise.

select_with_touch(node, touch=None)[source]

(internal) Processes a touch on the node. This should be called by the derived widget when a node is touched and is to be used for selection. Depending on the keyboard keys pressed and the configuration, it could select or deslect this and other nodes in the selectable nodes list, get_selectable_nodes().

Parameters:
node

The node that received the touch. Can be None for a scroll type touch.

touch

Optionally, the touch. Defaults to None.

Returns:

bool, True if the touch was used, False otherwise.

selected_nodes

The list of selected nodes.

Note

Multiple nodes can be selected right after one another e.g. using the keyboard. When listening to selected_nodes, one should be aware of this.

selected_nodes is a ListProperty and defaults to the empty list, []. It is read-only and should not be modified.

text_entry_timeout

When typing characters in rapid succession (i.e. the time difference since the last character is less than text_entry_timeout), the keys get concatenated and the combined text is passed as the key argument of goto_node().

New in version 1.10.0.

touch_deselect_last

Determines whether the last selected node can be deselected when multiselect or touch_multiselect is False.

New in version 1.10.0.

touch_deselect_last is a BooleanProperty and defaults to True on mobile, False on desktop platforms.

touch_multiselect

A special touch mode which determines whether touch events, as processed by select_with_touch(), will add the currently touched node to the selection, or if it will clear the selection before adding the node. This allows the selection of multiple nodes by simply touching them.

This is different from multiselect because when it is True, simply touching an unselected node will select it, even if ctrl is not pressed. If it is False, however, ctrl must be pressed in order to add to the selection when multiselect is True.

Note

multiselect, when False, will disable touch_multiselect.

touch_multiselect is a BooleanProperty and defaults to False.

up_count

Determines by how much the selected node is moved up or down, relative to the position of the last selected node, when the up (or down) arrow on the keyboard is pressed.

up_count is a NumericProperty and defaults to 1.

Cover Behavior

The CoverBehavior mixin is intended for rendering textures to full widget size keeping the aspect ratio of the original texture.

Use cases are i.e. rendering full size background images or video content in a dynamic layout.

For an overview of behaviors, please refer to the behaviors documentation.

Example

The following examples add cover behavior to an image:

In python:

from kivy.app import App
from kivy.uix.behaviors import CoverBehavior
from kivy.uix.image import Image


class CoverImage(CoverBehavior, Image):

    def __init__(self, **kwargs):
        super(CoverImage, self).__init__(**kwargs)
        texture = self._coreimage.texture
        self.reference_size = texture.size
        self.texture = texture


class MainApp(App):

    def build(self):
        return CoverImage(source='image.jpg')

MainApp().run()

In Kivy Language:

CoverImage:
    source: 'image.png'

<CoverImage@CoverBehavior+Image>:
    reference_size: self.texture_size

See CoverBehavior for details.

class kivy.uix.behaviors.cover.CoverBehavior(**kwargs)[source]

Bases: builtins.object

The CoverBehavior mixin provides rendering a texture covering full widget size keeping aspect ratio of the original texture.

New in version 1.10.0.

cover_pos

Position of the aspect ratio aware texture. Gets calculated in CoverBehavior.calculate_cover.

cover_pos is a ListProperty and defaults to [0, 0].

cover_size

Size of the aspect ratio aware texture. Gets calculated in CoverBehavior.calculate_cover.

cover_size is a ListProperty and defaults to [0, 0].

reference_size

Reference size used for aspect ratio approximation calculation.

reference_size is a ListProperty and defaults to [].

Drag Behavior

The DragBehavior mixin class provides Drag behavior. When combined with a widget, dragging in the rectangle defined by the drag_rectangle will drag the widget.

Example

The following example creates a draggable label:

from kivy.uix.label import Label
from kivy.app import App
from kivy.uix.behaviors import DragBehavior
from kivy.lang import Builder

# You could also put the following in your kv file...
kv = '''
<DragLabel>:
    # Define the properties for the DragLabel
    drag_rectangle: self.x, self.y, self.width, self.height
    drag_timeout: 10000000
    drag_distance: 0

FloatLayout:
    # Define the root widget
    DragLabel:
        size_hint: 0.25, 0.2
        text: 'Drag me'
'''


class DragLabel(DragBehavior, Label):
    pass


class TestApp(App):
    def build(self):
        return Builder.load_string(kv)

TestApp().run()
class kivy.uix.behaviors.drag.DragBehavior(**kwargs)[source]

Bases: builtins.object

The DragBehavior mixin provides Drag behavior. When combined with a widget, dragging in the rectangle defined by drag_rectangle will drag the widget. Please see the drag behaviors module documentation for more information.

New in version 1.8.0.

drag_distance

Distance to move before dragging the DragBehavior, in pixels. As soon as the distance has been traveled, the DragBehavior will start to drag, and no touch event will be dispatched to the children. It is advisable that you base this value on the dpi of your target device’s screen.

drag_distance is a NumericProperty and defaults to the scroll_distance as defined in the user Config (20 pixels by default).

drag_rect_height

Height of the axis aligned bounding rectangle where dragging is allowed.

drag_rect_height is a NumericProperty and defaults to 100.

drag_rect_width

Width of the axis aligned bounding rectangle where dragging is allowed.

drag_rect_width is a NumericProperty and defaults to 100.

drag_rect_x

X position of the axis aligned bounding rectangle where dragging is allowed (in window coordinates).

drag_rect_x is a NumericProperty and defaults to 0.

drag_rect_y

Y position of the axis aligned bounding rectangle where dragging is allowed (in window coordinates).

drag_rect_Y is a NumericProperty and defaults to 0.

drag_rectangle

Position and size of the axis aligned bounding rectangle where dragging is allowed.

drag_rectangle is a ReferenceListProperty of (drag_rect_x, drag_rect_y, drag_rect_width, drag_rect_height) properties.

drag_timeout

Timeout allowed to trigger the drag_distance, in milliseconds. If the user has not moved drag_distance within the timeout, dragging will be disabled, and the touch event will be dispatched to the children.

drag_timeout is a NumericProperty and defaults to the scroll_timeout as defined in the user Config (55 milliseconds by default).

Emacs Behavior

The EmacsBehavior mixin allows you to add Emacs keyboard shortcuts for basic movement and editing to the TextInput widget. The shortcuts currently available are listed below:

Emacs shortcuts

Shortcut

Description

Control + a

Move cursor to the beginning of the line

Control + e

Move cursor to the end of the line

Control + f

Move cursor one character to the right

Control + b

Move cursor one character to the left

Alt + f

Move cursor to the end of the word to the right

Alt + b

Move cursor to the start of the word to the left

Alt + Backspace

Delete text left of the cursor to the beginning of word

Alt + d

Delete text right of the cursor to the end of the word

Alt + w

Copy selection

Control + w

Cut selection

Control + y

Paste selection

Warning

If you have the inspector module enabled, the shortcut for opening the inspector (Control + e) conflicts with the Emacs shortcut to move to the end of the line (it will still move the cursor to the end of the line, but the inspector will open as well).

class kivy.uix.behaviors.emacs.EmacsBehavior(**kwargs)[source]

Bases: builtins.object

A mixin that enables Emacs-style keyboard shortcuts for the TextInput widget. Please see the Emacs behaviors module documentation for more information.

New in version 1.9.1.

delete_word_left()[source]

Delete text left of the cursor to the beginning of word

delete_word_right()[source]

Delete text right of the cursor to the end of the word

key_bindings

String name which determines the type of key bindings to use with the TextInput. This allows Emacs key bindings to be enabled/disabled programmatically for widgets that inherit from EmacsBehavior. If the value is not 'emacs', Emacs bindings will be disabled. Use 'default' for switching to the default key bindings of TextInput.

key_bindings is a StringProperty and defaults to 'emacs'.

New in version 1.10.0.

Focus Behavior

The FocusBehavior mixin class provides keyboard focus behavior. When combined with other FocusBehavior widgets it allows one to cycle focus among them by pressing tab. In addition, upon gaining focus, the instance will automatically receive keyboard input.

Focus, very different from selection, is intimately tied with the keyboard; each keyboard can focus on zero or one widgets, and each widget can only have the focus of one keyboard. However, multiple keyboards can focus simultaneously on different widgets. When escape is hit, the widget having the focus of that keyboard will de-focus.

Managing focus

In essence, focus is implemented as a doubly linked list, where each node holds a (weak) reference to the instance before it and after it, as visualized when cycling through the nodes using tab (forward) or shift+tab (backward). If a previous or next widget is not specified, focus_next and focus_previous defaults to None. This means that the children list and parents are walked to find the next focusable widget, unless focus_next or focus_previous is set to the StopIteration class, in which case focus stops there.

For example, to cycle focus between Button elements of a GridLayout:

class FocusButton(FocusBehavior, Button):
  pass

grid = GridLayout(cols=4)
for i in range(40):
    grid.add_widget(FocusButton(text=str(i)))
# clicking on a widget will activate focus, and tab can now be used
# to cycle through

When using a software keyboard, typical on mobile and touch devices, the keyboard display behavior is determined by the softinput_mode property. You can use this property to ensure the focused widget is not covered or obscured by the keyboard.

Initializing focus

Widgets needs to be visible before they can receive the focus. This means that setting their focus property to True before they are visible will have no effect. To initialize focus, you can use the ‘on_parent’ event:

from kivy.app import App
from kivy.uix.textinput import TextInput

class MyTextInput(TextInput):
    def on_parent(self, widget, parent):
        self.focus = True

class SampleApp(App):
    def build(self):
        return MyTextInput()

SampleApp().run()

If you are using a popup, you can use the ‘on_open’ event.

For an overview of behaviors, please refer to the behaviors documentation.

Warning

This code is still experimental, and its API is subject to change in a future version.

class kivy.uix.behaviors.focus.FocusBehavior(**kwargs)[source]

Bases: builtins.object

Provides keyboard focus behavior. When combined with other FocusBehavior widgets it allows one to cycle focus among them by pressing tab. Please see the focus behavior module documentation for more information.

New in version 1.9.0.

focus

Whether the instance currently has focus.

Setting it to True will bind to and/or request the keyboard, and input will be forwarded to the instance. Setting it to False will unbind and/or release the keyboard. For a given keyboard, only one widget can have its focus, so focusing one will automatically unfocus the other instance holding its focus.

When using a software keyboard, please refer to the softinput_mode property to determine how the keyboard display is handled.

focus is a BooleanProperty and defaults to False.

focus_next

The FocusBehavior instance to acquire focus when tab is pressed and this instance has focus, if not None or StopIteration.

When tab is pressed, focus cycles through all the FocusBehavior widgets that are linked through focus_next and are focusable. If focus_next is None, it instead walks the children lists to find the next focusable widget. Finally, if focus_next is the StopIteration class, focus won’t move forward, but end here.

focus_next is an ObjectProperty and defaults to None.

focus_previous

The FocusBehavior instance to acquire focus when shift+tab is pressed on this instance, if not None or StopIteration.

When shift+tab is pressed, focus cycles through all the FocusBehavior widgets that are linked through focus_previous and are focusable. If focus_previous is None, it instead walks the children tree to find the previous focusable widget. Finally, if focus_previous is the StopIteration class, focus won’t move backward, but end here.

focus_previous is an ObjectProperty and defaults to None.

focused

An alias of focus.

focused is a BooleanProperty and defaults to False.

Warning

focused is an alias of focus and will be removed in 2.0.0.

get_focus_next()[source]

Returns the next focusable widget using either focus_next or the children similar to the order when tabbing forwards with the tab key.

get_focus_previous()[source]

Returns the previous focusable widget using either focus_previous or the children similar to the order when the tab + shift keys are triggered together.

hide_keyboard()[source]

Convenience function to hide the keyboard in managed mode.

ignored_touch = []

A list of touches that should not be used to defocus. After on_touch_up, every touch that is not in ignored_touch will defocus all the focused widgets if the config keyboard mode is not multi. Touches on focusable widgets that were used to focus are automatically added here.

Example usage:

class Unfocusable(Widget):

    def on_touch_down(self, touch):
        if self.collide_point(*touch.pos):
            FocusBehavior.ignored_touch.append(touch)

Notice that you need to access this as a class, not an instance variable.

input_type

The kind of input keyboard to request.

New in version 1.8.0.

Changed in version 2.1.0: Changed default value from text to null. Added null to options.

Warning

As the default value has been changed, you may need to adjust input_type in your code.

input_type is an OptionsProperty and defaults to ‘null’. Can be one of ‘null’, ‘text’, ‘number’, ‘url’, ‘mail’, ‘datetime’, ‘tel’ or ‘address’.

is_focusable

Whether the instance can become focused. If focused, it’ll lose focus when set to False.

is_focusable is a BooleanProperty and defaults to True on a desktop (i.e. desktop is True in config), False otherwise.

keyboard

The keyboard to bind to (or bound to the widget) when focused.

When None, a keyboard is requested and released whenever the widget comes into and out of focus. If not None, it must be a keyboard, which gets bound and unbound from the widget whenever it’s in or out of focus. It is useful only when more than one keyboard is available, so it is recommended to be set to None when only one keyboard is available.

If more than one keyboard is available, whenever an instance gets focused a new keyboard will be requested if None. Unless the other instances lose focus (e.g. if tab was used), a new keyboard will appear. When this is undesired, the keyboard property can be used. For example, if there are two users with two keyboards, then each keyboard can be assigned to different groups of instances of FocusBehavior, ensuring that within each group, only one FocusBehavior will have focus, and will receive input from the correct keyboard. See keyboard_mode in config for more information on the keyboard modes.

Keyboard and focus behavior

When using the keyboard, there are some important default behaviors you should keep in mind.

  • When Config’s keyboard_mode is multi, each new touch is considered a touch by a different user and will set the focus (if clicked on a focusable) with a new keyboard. Already focused elements will not lose their focus (even if an unfocusable widget is touched).

  • If the keyboard property is set, that keyboard will be used when the instance gets focused. If widgets with different keyboards are linked through focus_next and focus_previous, then as they are tabbed through, different keyboards will become active. Therefore, typically it’s undesirable to link instances which are assigned different keyboards.

  • When a widget has focus, setting its keyboard to None will remove its keyboard, but the widget will then immediately try to get another keyboard. In order to remove its keyboard, rather set its focus to False.

  • When using a software keyboard, typical on mobile and touch devices, the keyboard display behavior is determined by the softinput_mode property. You can use this property to ensure the focused widget is not covered or obscured.

keyboard is an AliasProperty and defaults to None.

keyboard_mode

Determines how the keyboard visibility should be managed. ‘auto’ will result in the standard behaviour of showing/hiding on focus. ‘managed’ requires setting the keyboard visibility manually, or calling the helper functions show_keyboard() and hide_keyboard().

keyboard_mode is an OptionsProperty and defaults to ‘auto’. Can be one of ‘auto’ or ‘managed’.

keyboard_on_key_down(window, keycode, text, modifiers)[source]

The method bound to the keyboard when the instance has focus.

When the instance becomes focused, this method is bound to the keyboard and will be called for every input press. The parameters are the same as kivy.core.window.WindowBase.on_key_down().

When overwriting the method in the derived widget, super should be called to enable tab cycling. If the derived widget wishes to use tab for its own purposes, it can call super after it has processed the character (if it does not wish to consume the tab).

Similar to other keyboard functions, it should return True if the key was consumed.

keyboard_on_key_up(window, keycode)[source]

The method bound to the keyboard when the instance has focus.

When the instance becomes focused, this method is bound to the keyboard and will be called for every input release. The parameters are the same as kivy.core.window.WindowBase.on_key_up().

When overwriting the method in the derived widget, super should be called to enable de-focusing on escape. If the derived widget wishes to use escape for its own purposes, it can call super after it has processed the character (if it does not wish to consume the escape).

See keyboard_on_key_down()

keyboard_suggestions

If True provides auto suggestions on top of keyboard. This will only work if input_type is set to text, url, mail or address.

Warning

On Android, keyboard_suggestions relies on InputType.TYPE_TEXT_FLAG_NO_SUGGESTIONS to work, but some keyboards just ignore this flag. If you want to disable suggestions at all on Android, you can set input_type to null, which will request the input method to run in a limited “generate key events” mode.

New in version 2.1.0.

keyboard_suggestions is a BooleanProperty and defaults to True

show_keyboard()[source]

Convenience function to show the keyboard in managed mode.

unfocus_on_touch

Whether a instance should lose focus when clicked outside the instance.

When a user clicks on a widget that is focus aware and shares the same keyboard as this widget (which in the case with only one keyboard), then as the other widgets gain focus, this widget loses focus. In addition to that, if this property is True, clicking on any widget other than this widget, will remove focus from this widget.

unfocus_on_touch is a BooleanProperty and defaults to False if the keyboard_mode in Config is ‘multi’ or ‘systemandmulti’, otherwise it defaults to True.

Kivy Namespaces

New in version 1.9.1.

Warning

This code is still experimental, and its API is subject to change in a future version.

The KNSpaceBehavior mixin class provides namespace functionality for Kivy objects. It allows kivy objects to be named and then accessed using namespaces.

KNSpace instances are the namespaces that store the named objects in Kivy ObjectProperty instances. In addition, when inheriting from KNSpaceBehavior, if the derived object is named, the name will automatically be added to the associated namespace and will point to a proxy_ref of the derived object.

Basic examples

By default, there’s only a single namespace: the knspace namespace. The simplest example is adding a widget to the namespace:

from kivy.uix.behaviors.knspace import knspace
widget = Widget()
knspace.my_widget = widget

This adds a kivy ObjectProperty with rebind=True and allownone=True to the knspace namespace with a property name my_widget. And the property now also points to this widget.

This can be done automatically with:

class MyWidget(KNSpaceBehavior, Widget):
    pass

widget = MyWidget(knsname='my_widget')

Or in kv:

<MyWidget@KNSpaceBehavior+Widget>

MyWidget:
    knsname: 'my_widget'

Now, knspace.my_widget will point to that widget.

When one creates a second widget with the same name, the namespace will also change to point to the new widget. E.g.:

widget = MyWidget(knsname='my_widget')
# knspace.my_widget now points to widget
widget2 = MyWidget(knsname='my_widget')
# knspace.my_widget now points to widget2
Setting the namespace

One can also create ones own namespace rather than using the default knspace by directly setting KNSpaceBehavior.knspace:

class MyWidget(KNSpaceBehavior, Widget):
    pass

widget = MyWidget(knsname='my_widget')
my_new_namespace = KNSpace()
widget.knspace = my_new_namespace

Initially, my_widget is added to the default namespace, but when the widget’s namespace is changed to my_new_namespace, the reference to my_widget is moved to that namespace. We could have also of course first set the namespace to my_new_namespace and then have named the widget my_widget, thereby avoiding the initial assignment to the default namespace.

Similarly, in kv:

<MyWidget@KNSpaceBehavior+Widget>

MyWidget:
    knspace: KNSpace()
    knsname: 'my_widget'
Inheriting the namespace

In the previous example, we directly set the namespace we wished to use. In the following example, we inherit it from the parent, so we only have to set it once:

<MyWidget@KNSpaceBehavior+Widget>
<MyLabel@KNSpaceBehavior+Label>

<MyComplexWidget@MyWidget>:
    knsname: 'my_complex'
    MyLabel:
        knsname: 'label1'
    MyLabel:
        knsname: 'label2'

Then, we do:

widget = MyComplexWidget()
new_knspace = KNSpace()
widget.knspace = new_knspace

The rule is that if no knspace has been assigned to a widget, it looks for a namespace in its parent and parent’s parent and so on until it find one to use. If none are found, it uses the default knspace.

When MyComplexWidget is created, it still used the default namespace. However, when we assigned the root widget its new namespace, all its children switched to using that new namespace as well. So new_knspace now contains label1 and label2 as well as my_complex.

If we had first done:

widget = MyComplexWidget()
new_knspace = KNSpace()
knspace.label1.knspace = knspace
widget.knspace = new_knspace

Then label1 would remain stored in the default knspace since it was directly set, but label2 and my_complex would still be added to the new namespace.

One can customize the attribute used to search the parent tree by changing KNSpaceBehavior.knspace_key. If the desired knspace is not reachable through a widgets parent tree, e.g. in a popup that is not a widget’s child, KNSpaceBehavior.knspace_key can be used to establish a different search order.

Accessing the namespace

As seen in the previous example, if not directly assigned, the namespace is found by searching the parent tree. Consequently, if a namespace was assigned further up the parent tree, all its children and below could access that namespace through their KNSpaceBehavior.knspace property.

This allows the creation of multiple widgets with identically given names if each root widget instance is assigned a new namespace. For example:

<MyComplexWidget@KNSpaceBehavior+Widget>:
    Label:
        text: root.knspace.pretty.text if root.knspace.pretty else ''

<MyPrettyWidget@KNSpaceBehavior+TextInput>:
    knsname: 'pretty'
    text: 'Hello'

<MyCompositeWidget@KNSpaceBehavior+BoxLayout>:
    MyComplexWidget
    MyPrettyWidget

Now, when we do:

knspace1, knspace2 = KNSpace(), KNSpace()
composite1 = MyCompositeWidget()
composite1.knspace = knspace1

composite2 = MyCompositeWidget()
composite2.knspace = knspace2

knspace1.pretty = "Here's the ladder, now fix the roof!"
knspace2.pretty = "Get that raccoon off me!"

Because each of the MyCompositeWidget instances have a different namespace their children also use different namespaces. Consequently, the pretty and complex widgets of each instance will have different text.

Further, because both the namespace ObjectProperty references, and KNSpaceBehavior.knspace have rebind=True, the text of the MyComplexWidget label is rebound to match the text of MyPrettyWidget when either the root’s namespace changes or when the root.knspace.pretty property changes, as expected.

Forking a namespace

Forking a namespace provides the opportunity to create a new namespace from a parent namespace so that the forked namespace will contain everything in the origin namespace, but the origin namespace will not have access to anything added to the forked namespace.

For example:

child = knspace.fork()
grandchild = child.fork()

child.label = Label()
grandchild.button = Button()

Now label is accessible by both child and grandchild, but not by knspace. And button is only accessible by the grandchild but not by the child or by knspace. Finally, doing grandchild.label = Label() will leave grandchild.label and child.label pointing to different labels.

A motivating example is the example from above:

<MyComplexWidget@KNSpaceBehavior+Widget>:
    Label:
        text: root.knspace.pretty.text if root.knspace.pretty else ''

<MyPrettyWidget@KNSpaceBehavior+TextInput>:
    knsname: 'pretty'
    text: 'Hello'

<MyCompositeWidget@KNSpaceBehavior+BoxLayout>:
    knspace: 'fork'
    MyComplexWidget
    MyPrettyWidget

Notice the addition of knspace: ‘fork’. This is identical to doing knspace: self.knspace.fork(). However, doing that would lead to infinite recursion as that kv rule would be executed recursively because self.knspace will keep on changing. However, allowing knspace: ‘fork’ cirumvents that. See KNSpaceBehavior.knspace.

Now, having forked, we just need to do:

composite1 = MyCompositeWidget()
composite2 = MyCompositeWidget()

composite1.knspace.pretty = "Here's the ladder, now fix the roof!"
composite2.knspace.pretty = "Get that raccoon off me!"

Since by forking we automatically created a unique namespace for each MyCompositeWidget instance.

class kivy.uix.behaviors.knspace.KNSpace(parent=None, keep_ref=False, **kwargs)[source]

Bases: kivy.event.EventDispatcher

Each KNSpace instance is a namespace that stores the named Kivy objects associated with this namespace. Each named object is stored as the value of a Kivy ObjectProperty of this instance whose property name is the object’s given name. Both rebind and allownone are set to True for the property.

See KNSpaceBehavior.knspace for details on how a namespace is associated with a named object.

When storing an object in the namespace, the object’s proxy_ref is stored if the object has such an attribute.

Parameters:
parent: (internal) A KNSpace instance or None.

If specified, it’s a parent namespace, in which case, the current namespace will have in its namespace all its named objects as well as the named objects of its parent and parent’s parent etc. See fork() for more details.

fork()[source]

Returns a new KNSpace instance which will have access to all the named objects in the current namespace but will also have a namespace of its own that is unique to it.

For example:

forked_knspace1 = knspace.fork()
forked_knspace2 = knspace.fork()

Now, any names added to knspace will be accessible by the forked_knspace1 and forked_knspace2 namespaces by the normal means. However, any names added to forked_knspace1 will not be accessible from knspace or forked_knspace2. Similar for forked_knspace2.

keep_ref = False

Whether a direct reference should be kept to the stored objects. If True, we use the direct object, otherwise we use proxy_ref when present.

Defaults to False.

parent = None

(internal) The parent namespace instance, KNSpace, or None. See fork().

property(self, name, quiet=False)[source]

Get a property instance from the property name. If quiet is True, None is returned instead of raising an exception when name is not a property. Defaults to False.

New in version 1.0.9.

Returns:

A Property derived instance corresponding to the name.

Changed in version 1.9.0: quiet was added.

class kivy.uix.behaviors.knspace.KNSpaceBehavior(knspace=None, **kwargs)[source]

Bases: builtins.object

Inheriting from this class allows naming of the inherited objects, which are then added to the associated namespace knspace and accessible through it.

Please see the knspace behaviors module documentation for more information.

knsname

The name given to this instance. If named, the name will be added to the associated knspace namespace, which will then point to the proxy_ref of this instance.

When named, one can access this object by e.g. self.knspace.name, where name is the given name of this instance. See knspace and the module description for more details.

knspace

The namespace instance, KNSpace, associated with this widget. The knspace namespace stores this widget when naming this widget with knsname.

If the namespace has been set with a KNSpace instance, e.g. with self.knspace = KNSpace(), then that instance is returned (setting with None doesn’t count). Otherwise, if knspace_key is not None, we look for a namespace to use in the object that is stored in the property named knspace_key, of this instance. I.e. object = getattr(self, self.knspace_key).

If that object has a knspace property, then we return its value. Otherwise, we go further up, e.g. with getattr(object, self.knspace_key) and look for its knspace property.

Finally, if we reach a value of None, or knspace_key was None, the default knspace namespace is returned.

If knspace is set to the string ‘fork’, the current namespace in knspace will be forked with KNSpace.fork() and the resulting namespace will be assigned to this instance’s knspace. See the module examples for a motivating example.

Both rebind and allownone are True.

knspace_key

The name of the property of this instance, to use to search upwards for a namespace to use by this instance. Defaults to ‘parent’ so that we’ll search the parent tree. See knspace.

When None, we won’t search the parent tree for the namespace. allownone is True.

kivy.uix.behaviors.knspace.knspace = <kivy.uix.behaviors.knspace.KNSpace object>

The default KNSpace namespace. See KNSpaceBehavior.knspace for more details.

ToggleButton Behavior

The ToggleButtonBehavior mixin class provides ToggleButton behavior. You can combine this class with other widgets, such as an Image, to provide alternative togglebuttons that preserve Kivy togglebutton behavior.

For an overview of behaviors, please refer to the behaviors documentation.

Example

The following example adds togglebutton behavior to an image to make a checkbox that behaves like a togglebutton:

from kivy.app import App
from kivy.uix.image import Image
from kivy.uix.behaviors import ToggleButtonBehavior


class MyButton(ToggleButtonBehavior, Image):
    def __init__(self, **kwargs):
        super(MyButton, self).__init__(**kwargs)
        self.source = 'atlas://data/images/defaulttheme/checkbox_off'

    def on_state(self, widget, value):
        if value == 'down':
            self.source = 'atlas://data/images/defaulttheme/checkbox_on'
        else:
            self.source = 'atlas://data/images/defaulttheme/checkbox_off'


class SampleApp(App):
    def build(self):
        return MyButton()


SampleApp().run()
class kivy.uix.behaviors.togglebutton.ToggleButtonBehavior(**kwargs)[source]

Bases: kivy.uix.behaviors.button.ButtonBehavior

This mixin class provides togglebutton behavior. Please see the togglebutton behaviors module documentation for more information.

New in version 1.8.0.

allow_no_selection

This specifies whether the widgets in a group allow no selection i.e. everything to be deselected.

New in version 1.9.0.

allow_no_selection is a BooleanProperty and defaults to True

static get_widgets(groupname)[source]

Return a list of the widgets contained in a specific group. If the group doesn’t exist, an empty list will be returned.

Note

Always release the result of this method! Holding a reference to any of these widgets can prevent them from being garbage collected. If in doubt, do:

l = ToggleButtonBehavior.get_widgets('mygroup')
# do your job
del l

Warning

It’s possible that some widgets that you have previously deleted are still in the list. The garbage collector might need to release other objects before flushing them.

group

Group of the button. If None, no group will be used (the button will be independent). If specified, group must be a hashable object, like a string. Only one button in a group can be in a ‘down’ state.

group is a ObjectProperty and defaults to None.

Touch Ripple

New in version 1.10.1.

Warning

This code is still experimental, and its API is subject to change in a future version.

This module contains mixin classes to add a touch ripple visual effect known from Google Material Design <https://en.wikipedia.org/wiki/Material_Design>_ to widgets.

For an overview of behaviors, please refer to the behaviors documentation.

The class TouchRippleBehavior provides rendering the ripple animation.

The class TouchRippleButtonBehavior basically provides the same functionality as ButtonBehavior but rendering the ripple animation instead of default press/release visualization.

class kivy.uix.behaviors.touchripple.TouchRippleBehavior(**kwargs)[source]

Bases: builtins.object

Touch ripple behavior.

Supposed to be used as mixin on widget classes.

Ripple behavior does not trigger automatically, concrete implementation needs to call ripple_show() respective ripple_fade() manually.

Example

Here we create a Label which renders the touch ripple animation on interaction:

class RippleLabel(TouchRippleBehavior, Label):

    def __init__(self, **kwargs):
        super(RippleLabel, self).__init__(**kwargs)

    def on_touch_down(self, touch):
        collide_point = self.collide_point(touch.x, touch.y)
        if collide_point:
            touch.grab(self)
            self.ripple_show(touch)
            return True
        return False

    def on_touch_up(self, touch):
        if touch.grab_current is self:
            touch.ungrab(self)
            self.ripple_fade()
            return True
        return False
ripple_duration_in

Animation duration taken to show the overlay.

ripple_duration_in is a NumericProperty and defaults to 0.5.

ripple_duration_out

Animation duration taken to fade the overlay.

ripple_duration_out is a NumericProperty and defaults to 0.2.

ripple_fade()[source]

Finish ripple animation on current widget.

ripple_fade_from_alpha

Alpha channel for ripple color the animation starts with.

ripple_fade_from_alpha is a NumericProperty and defaults to 0.5.

ripple_fade_to_alpha

Alpha channel for ripple color the animation targets to.

ripple_fade_to_alpha is a NumericProperty and defaults to 0.8.

ripple_func_in

Animation callback for showing the overlay.

ripple_func_in is a StringProperty and defaults to in_cubic.

ripple_func_out

Animation callback for hiding the overlay.

ripple_func_out is a StringProperty and defaults to out_quad.

ripple_rad_default

Default radius the animation starts from.

ripple_rad_default is a NumericProperty and defaults to 10.

ripple_scale

Max scale of the animation overlay calculated from max(width/height) of the decorated widget.

ripple_scale is a NumericProperty and defaults to 2.0.

ripple_show(touch)[source]

Begin ripple animation on current widget.

Expects touch event as argument.

class kivy.uix.behaviors.touchripple.TouchRippleButtonBehavior(**kwargs)[source]

Bases: kivy.uix.behaviors.touchripple.TouchRippleBehavior

This mixin class provides a similar behavior to ButtonBehavior but provides touch ripple animation instead of button pressed/released as visual effect.

Events:
on_press

Fired when the button is pressed.

on_release

Fired when the button is released (i.e. the touch/click that pressed the button goes away).

always_release

This determines whether or not the widget fires an on_release event if the touch_up is outside the widget.

always_release is a BooleanProperty and defaults to False.

last_touch

Contains the last relevant touch received by the Button. This can be used in on_press or on_release in order to know which touch dispatched the event.

last_touch is a ObjectProperty and defaults to None.

RecycleView

New in version 1.10.0.

The RecycleView provides a flexible model for viewing selected sections of large data sets. It aims to prevent the performance degradation that can occur when generating large numbers of widgets in order to display many data items.

Warning

Because RecycleView reuses widgets, any state change to a single widget will stay with that widget as it’s reused, even if the data assigned to it by the RecycleView changes. Unless the complete state is tracked in data (see below).

The view is generatad by processing the data, essentially a list of dicts, and uses these dicts to generate instances of the viewclass as required. Its design is based on the MVC (Model-view-controller) pattern.

  • Model: The model is formed by data you pass in via a list of dicts.

  • View: The View is split across layout and views and implemented using adapters.

  • Controller: The controller determines the logical interaction and is implemented by RecycleViewBehavior.

These are abstract classes and cannot be used directly. The default concrete implementations are the RecycleDataModel for the model, the RecycleLayout for the view, and the RecycleView for the controller.

When a RecycleView is instantiated, it automatically creates the views and data classes. However, one must manually create the layout classes and add them to the RecycleView.

A layout manager is automatically created as a layout_manager when added as the child of the RecycleView. Similarly when removed. A requirement is that the layout manager must be contained as a child somewhere within the RecycleView’s widget tree so the view port can be found.

A minimal example might look something like this:

from kivy.app import App
from kivy.lang import Builder
from kivy.uix.recycleview import RecycleView


Builder.load_string('''
<RV>:
    viewclass: 'Label'
    RecycleBoxLayout:
        default_size: None, dp(56)
        default_size_hint: 1, None
        size_hint_y: None
        height: self.minimum_height
        orientation: 'vertical'
''')

class RV(RecycleView):
    def __init__(self, **kwargs):
        super(RV, self).__init__(**kwargs)
        self.data = [{'text': str(x)} for x in range(100)]


class TestApp(App):
    def build(self):
        return RV()

if __name__ == '__main__':
    TestApp().run()

In order to support selection in the view, you can add the required behaviours as follows:

from kivy.app import App
from kivy.lang import Builder
from kivy.uix.recycleview import RecycleView
from kivy.uix.recycleview.views import RecycleDataViewBehavior
from kivy.uix.label import Label
from kivy.properties import BooleanProperty
from kivy.uix.recycleboxlayout import RecycleBoxLayout
from kivy.uix.behaviors import FocusBehavior
from kivy.uix.recycleview.layout import LayoutSelectionBehavior

Builder.load_string('''
<SelectableLabel>:
    # Draw a background to indicate selection
    canvas.before:
        Color:
            rgba: (.0, 0.9, .1, .3) if self.selected else (0, 0, 0, 1)
        Rectangle:
            pos: self.pos
            size: self.size
<RV>:
    viewclass: 'SelectableLabel'
    SelectableRecycleBoxLayout:
        default_size: None, dp(56)
        default_size_hint: 1, None
        size_hint_y: None
        height: self.minimum_height
        orientation: 'vertical'
        multiselect: True
        touch_multiselect: True
''')


class SelectableRecycleBoxLayout(FocusBehavior, LayoutSelectionBehavior,
                                 RecycleBoxLayout):
    ''' Adds selection and focus behaviour to the view. '''


class SelectableLabel(RecycleDataViewBehavior, Label):
    ''' Add selection support to the Label '''
    index = None
    selected = BooleanProperty(False)
    selectable = BooleanProperty(True)

    def refresh_view_attrs(self, rv, index, data):
        ''' Catch and handle the view changes '''
        self.index = index
        return super(SelectableLabel, self).refresh_view_attrs(
            rv, index, data)

    def on_touch_down(self, touch):
        ''' Add selection on touch down '''
        if super(SelectableLabel, self).on_touch_down(touch):
            return True
        if self.collide_point(*touch.pos) and self.selectable:
            return self.parent.select_with_touch(self.index, touch)

    def apply_selection(self, rv, index, is_selected):
        ''' Respond to the selection of items in the view. '''
        self.selected = is_selected
        if is_selected:
            print("selection changed to {0}".format(rv.data[index]))
        else:
            print("selection removed for {0}".format(rv.data[index]))


class RV(RecycleView):
    def __init__(self, **kwargs):
        super(RV, self).__init__(**kwargs)
        self.data = [{'text': str(x)} for x in range(100)]


class TestApp(App):
    def build(self):
        return RV()

if __name__ == '__main__':
    TestApp().run()

Please see the examples/widgets/recycleview/basic_data.py file for a more complete example.

Viewclass State

Because the viewclass widgets are reused or instantiated as needed by the RecycleView, the order and content of the widgets are mutable. So any state change to a single widget will stay with that widget, even when the data assigned to it from the data dict changes, unless data tracks those changes or they are manually refreshed when re-used.

There are two methods for managing state changes in viewclass widgets:

  1. Store state in the RecycleView.data Model

  2. Generate state changes on-the-fly by catching data updates and manually refreshing.

An example:

from kivy.app import App
from kivy.lang import Builder
from kivy.uix.boxlayout import BoxLayout
from kivy.uix.recycleview import RecycleView
from kivy.uix.recycleview.views import RecycleDataViewBehavior
from kivy.properties import BooleanProperty, StringProperty

Builder.load_string('''
<StatefulLabel>:
    active: stored_state.active
    CheckBox:
        id: stored_state
        active: root.active
        on_release: root.store_checkbox_state()
    Label:
        text: root.text
    Label:
        id: generate_state
        text: root.generated_state_text

<RV>:
    viewclass: 'StatefulLabel'
    RecycleBoxLayout:
        size_hint_y: None
        height: self.minimum_height
        orientation: 'vertical'
''')

class StatefulLabel(RecycleDataViewBehavior, BoxLayout):
    text = StringProperty()
    generated_state_text = StringProperty()
    active = BooleanProperty()
    index = 0

    '''
    To change a viewclass' state as the data assigned to it changes,
    overload the refresh_view_attrs function (inherited from
    RecycleDataViewBehavior)
    '''
    def refresh_view_attrs(self, rv, index, data):
        self.index = index
        if data['text'] == '0':
            self.generated_state_text = "is zero"
        elif int(data['text']) % 2 == 1:
            self.generated_state_text = "is odd"
        else:
            self.generated_state_text = "is even"
        super(StatefulLabel, self).refresh_view_attrs(rv, index, data)

    '''
    To keep state changes in the viewclass with associated data,
    they can be explicitly stored in the RecycleView's data object
    '''
    def store_checkbox_state(self):
        rv = App.get_running_app().rv
        rv.data[self.index]['active'] = self.active

class RV(RecycleView, App):
    def __init__(self, **kwargs):
        super(RV, self).__init__(**kwargs)
        self.data = [{'text': str(x), 'active': False} for x in range(10)]
        App.get_running_app().rv = self

    def build(self):
        return self

if __name__ == '__main__':
    RV().run()
TODO:
  • Method to clear cached class instances.

  • Test when views cannot be found (e.g. viewclass is None).

  • Fix selection goto.

Warning

When views are re-used they may not trigger if the data remains the same.

class kivy.uix.recycleview.RecycleView(**kwargs)[source]

Bases: kivy.uix.recycleview.RecycleViewBehavior, kivy.uix.scrollview.ScrollView

RecycleView is a flexible view for providing a limited window into a large data set.

See the module documentation for more information.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
data

The data used by the current view adapter. This is a list of dicts whose keys map to the corresponding property names of the viewclass.

data is an AliasProperty that gets and sets the data used to generate the views.

key_viewclass

key_viewclass is an AliasProperty that gets and sets the key viewclass for the current layout_manager.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
viewclass

The viewclass used by the current layout_manager.

viewclass is an AliasProperty that gets and sets the class used to generate the individual items presented in the view.

class kivy.uix.recycleview.RecycleViewBehavior(**kwargs)[source]

Bases: builtins.object

RecycleViewBehavior provides a behavioral model upon which the RecycleView is built. Together, they offer an extensible and flexible way to produce views with limited windows over large data sets.

See the module documentation for more information.

data_model

The Data model responsible for maintaining the data set.

data_model is an AliasProperty that gets and sets the current data model.

layout_manager

The Layout manager responsible for positioning views within the RecycleView.

layout_manager is an AliasProperty that gets and sets the layout_manger.

refresh_from_data(*largs, **kwargs)[source]

This should be called when data changes. Data changes typically indicate that everything should be recomputed since the source data changed.

This method is automatically bound to the on_data_changed method of the RecycleDataModelBehavior class and therefore responds to and accepts the keyword arguments of that event.

It can be called manually to trigger an update.

refresh_from_layout(*largs, **kwargs)[source]

This should be called when the layout changes or needs to change. It is typically called when a layout parameter has changed and therefore the layout needs to be recomputed.

refresh_from_viewport(*largs)[source]

This should be called when the viewport changes and the displayed data must be updated. Neither the data nor the layout will be recomputed.

view_adapter

The adapter responsible for providing views that represent items in a data set.

view_adapter is an AliasProperty that gets and sets the current view adapter.

RecycleView Data Model

New in version 1.10.0.

The data model part of the RecycleView model-view-controller pattern.

It defines the models (classes) that store the data associated with a RecycleViewBehavior. Each model (class) determines how the data is stored and emits requests to the controller (RecycleViewBehavior) when the data is modified.

class kivy.uix.recycleview.datamodel.RecycleDataModel(**kwargs)[source]

Bases: kivy.uix.recycleview.datamodel.RecycleDataModelBehavior, kivy.event.EventDispatcher

An implementation of RecycleDataModelBehavior that keeps the data in a indexable list. See data.

When data changes this class currently dispatches on_data_changed with one of the following additional keyword arguments.

none: no keyword argument

With no additional argument it means a generic data change.

removed: a slice or integer

The value is a slice or integer indicating the indices removed.

appended: a slice

The slice in data indicating the first and last new items (i.e. the slice pointing to the new items added at the end).

inserted: a integer

The index in data where a new data item was inserted.

modified: a slice

The slice with the indices where the data has been modified. This currently does not allow changing of size etc.

attach_recycleview(rv)[source]

Associates a RecycleViewBehavior with this data model.

data

Stores the model’s data using a list.

The data for a item at index i can also be accessed with RecycleDataModel [i].

detach_recycleview()[source]

Removes the RecycleViewBehavior associated with this data model.

property observable_dict

A dictionary instance, which when modified will trigger a data and consequently an on_data_changed dispatch.

class kivy.uix.recycleview.datamodel.RecycleDataModelBehavior[source]

Bases: builtins.object

RecycleDataModelBehavior is the base class for the models that describes and provides the data for the RecycleViewBehavior.

Events:
on_data_changed:

Fired when the data changes. The event may dispatch keyword arguments specific to each implementation of the data model. When dispatched, the event and keyword arguments are forwarded to refresh_from_data().

attach_recycleview(rv)[source]

Associates a RecycleViewBehavior with this data model.

detach_recycleview()[source]

Removes the RecycleViewBehavior associated with this data model.

recycleview

The RecycleViewBehavior instance associated with this data model.

RecycleView Layouts

New in version 1.10.0.

The Layouts handle the presentation of views for the RecycleView.

Warning

This module is highly experimental, its API may change in the future and the documentation is not complete at this time.

exception kivy.uix.recycleview.layout.LayoutChangeException[source]

Bases: Exception

class kivy.uix.recycleview.layout.LayoutSelectionBehavior(**kwargs)[source]

Bases: kivy.uix.behaviors.compoundselection.CompoundSelectionBehavior

The LayoutSelectionBehavior can be combined with RecycleLayoutManagerBehavior to allow its derived classes selection behaviors similarly to how CompoundSelectionBehavior can be used to add selection behaviors to normal layout.

RecycleLayoutManagerBehavior manages its children differently than normal layouts or widgets so this class adapts CompoundSelectionBehavior based selection to work with RecycleLayoutManagerBehavior as well.

Similarly to CompoundSelectionBehavior, one can select using the keyboard or touch, which calls select_node() or deselect_node(), or one can call these methods directly. When a item is selected or deselected apply_selection() is called. See apply_selection().

apply_selection(index, view, is_selected)[source]

Applies the selection to the view. This is called internally when a view is displayed and it needs to be shown as selected or as not selected.

It is called when select_node() or deselect_node() is called or when a view needs to be refreshed. Its function is purely to update the view to reflect the selection state. So the function may be called multiple times even if the selection state may not have changed.

If the view is a instance of RecycleDataViewBehavior, its apply_selection() method will be called every time the view needs to refresh the selection state. Otherwise, the this method is responsible for applying the selection.

Parameters:
index: int

The index of the data item that is associated with the view.

view: widget

The widget that is the view of this data item.

is_selected: bool

Whether the item is selected.

deselect_node(node)[source]

Deselects a possibly selected node.

It is called by the controller when it deselects a node and can also be called from the outside to deselect a node directly. The derived widget should overwrite this method and change the node to its unselected state when this is called

Parameters:
node

The node to be deselected.

Warning

This method must be called by the derived widget using super if it is overwritten.

get_index_of_node(node, selectable_nodes)[source]

(internal) Returns the index of the node within the selectable_nodes returned by get_selectable_nodes().

get_selectable_nodes()[source]

(internal) Returns a list of the nodes that can be selected. It can be overwritten by the derived widget to return the correct list.

This list is used to determine which nodes to select with group selection. E.g. the last element in the list will be selected when home is pressed, pagedown will move (or add to, if shift is held) the selection from the current position by negative page_count nodes starting from the position of the currently selected node in this list and so on. Still, nodes can be selected even if they are not in this list.

Note

It is safe to dynamically change this list including removing, adding, or re-arranging its elements. Nodes can be selected even if they are not on this list. And selected nodes removed from the list will remain selected until deselect_node() is called.

Warning

Layouts display their children in the reverse order. That is, the contents of children is displayed form right to left, bottom to top. Therefore, internally, the indices of the elements returned by this function are reversed to make it work by default for most layouts so that the final result is consistent e.g. home, although it will select the last element in this list visually, will select the first element when counting from top to bottom and left to right. If this behavior is not desired, a reversed list should be returned instead.

Defaults to returning children.

goto_node(key, last_node, last_node_idx)[source]

(internal) Used by the controller to get the node at the position indicated by key. The key can be keyboard inputs, e.g. pageup, or scroll inputs from the mouse scroll wheel, e.g. scrollup. ‘last_node’ is the last node selected and is used to find the resulting node. For example, if the key is up, the returned node is one node up from the last node.

It can be overwritten by the derived widget.

Parameters:
key

str, the string used to find the desired node. It can be any of the keyboard keys, as well as the mouse scrollup, scrolldown, scrollright, and scrollleft strings. If letters are typed in quick succession, the letters will be combined before it’s passed in as key and can be used to find nodes that have an associated string that starts with those letters.

last_node

The last node that was selected.

last_node_idx

The cached index of the last node selected in the get_selectable_nodes() list. If the list hasn’t changed it saves having to look up the index of last_node in that list.

Returns:

tuple, the node targeted by key and its index in the get_selectable_nodes() list. Returning (last_node, last_node_idx) indicates a node wasn’t found.

key_selection

The key used to check whether a view of a data item can be selected with touch or the keyboard.

key_selection is the key in data, which if present and True will enable selection for this item from the keyboard or with a touch. When None, the default, not item will be selectable.

key_selection is a StringProperty and defaults to None.

Note

All data items can be selected directly using select_node() or deselect_node(), even if key_selection is False.

select_node(node)[source]

Selects a node.

It is called by the controller when it selects a node and can be called from the outside to select a node directly. The derived widget should overwrite this method and change the node state to selected when called.

Parameters:
node

The node to be selected.

Returns:

bool, True if the node was selected, False otherwise.

Warning

This method must be called by the derived widget using super if it is overwritten.

class kivy.uix.recycleview.layout.RecycleLayoutManagerBehavior[source]

Bases: builtins.object

A RecycleLayoutManagerBehavior is responsible for positioning views into the RecycleView.data within a RecycleView. It adds new views into the data when it becomes visible to the user, and removes them when they leave the visible area.

compute_visible_views(data, viewport)[source]

viewport is in coordinates of the layout manager.

get_view_index_at(pos)[source]

Return the view index on which position, pos, falls.

pos is in coordinates of the layout manager.

goto_view(index)[source]

Moves the views so that the view corresponding to index is visible.

key_viewclass

See RecyclerView.key_viewclass.

refresh_view_layout(index, layout, view, viewport)[source]

See :meth:`~kivy.uix.recycleview.views.RecycleDataAdapter.refresh_view_layout.

set_visible_views(indices, data, viewport)[source]

viewport is in coordinates of the layout manager.

viewclass

See RecyclerView.viewclass.

RecycleView Views

New in version 1.10.0.

The adapter part of the RecycleView which together with the layout is the view part of the model-view-controller pattern.

The view module handles converting the data to a view using the adapter class which is then displayed by the layout. A view can be any Widget based class. However, inheriting from RecycleDataViewBehavior adds methods for converting the data to a view.

TODO:
  • Make view caches specific to each view class type.

class kivy.uix.recycleview.views.RecycleDataAdapter(**kwargs)[source]

Bases: kivy.event.EventDispatcher

The class that converts data to a view.

— Internal details — A view can have 3 states.

  • It can be completely in sync with the data, which occurs when the view is displayed. These are stored in views.

  • It can be dirty, which occurs when the view is in sync with the data, except for the size/pos parameters which is controlled by the layout. This occurs when the view is not currently displayed but the data has not changed. These views are stored in dirty_views.

  • Finally the view can be dead which occurs when the data changes and the view was not updated or when a view is just created. Such views are typically added to the internal cache.

Typically what happens is that the layout manager lays out the data and then asks for views, using set_visible_views,() for some specific data items that it displays.

These views are gotten from the current views, dirty or global cache. Then depending on the view state refresh_view_attrs() is called to bring the view up to date with the data (except for sizing parameters). Finally, the layout manager gets these views, updates their size and displays them.

attach_recycleview(rv)[source]

Associates a RecycleViewBehavior with this instance. It is stored in recycleview.

create_view(index, data_item, viewclass)[source]

(internal) Creates and initializes the view for the data at index.

The returned view is synced with the data, except for the pos/size information.

detach_recycleview()[source]

Removes the RecycleViewBehavior associated with this instance and clears recycleview.

get_view(index, data_item, viewclass)[source]

(internal) Returns a view instance for the data at index

It looks through the various caches and finally creates a view if it doesn’t exist. The returned view is synced with the data, except for the pos/size information.

If found in the cache it’s removed from the source before returning. It doesn’t check the current views.

get_visible_view(index)[source]

Returns the currently visible view associated with index.

If no view is currently displayed for index it returns None.

invalidate()[source]

Moves all the current views into the global cache.

As opposed to making a view dirty where the view is in sync with the data except for sizing information, this will completely disconnect the view from the data, as it is assumed the data has gone out of sync with the view.

This is typically called when the data changes.

make_view_dirty(view, index)[source]

(internal) Used to flag this view as dirty, ready to be used for others. See make_views_dirty().

make_views_dirty()[source]

Makes all the current views dirty.

Dirty views are still in sync with the corresponding data. However, the size information may go out of sync. Therefore a dirty view can be reused by the same index by just updating the sizing information.

Once the underlying data of this index changes, the view should be removed from the dirty views and moved to the global cache with invalidate().

This is typically called when the layout manager needs to re-layout all the data.

recycleview

The RecycleViewBehavior associated with this instance.

refresh_view_attrs(index, data_item, view)[source]

(internal) Syncs the view and brings it up to date with the data.

This method calls RecycleDataViewBehavior.refresh_view_attrs() if the view inherits from RecycleDataViewBehavior. See that method for more details.

Note

Any sizing and position info is skipped when syncing with the data.

refresh_view_layout(index, layout, view, viewport)[source]

Updates the sizing information of the view.

viewport is in coordinates of the layout manager.

This method calls RecycleDataViewBehavior.refresh_view_attrs() if the view inherits from RecycleDataViewBehavior. See that method for more details.

Note

Any sizing and position info is skipped when syncing with the data.

set_visible_views(indices, data, viewclasses)[source]

Gets a 3-tuple of the new, remaining, and old views for the current viewport.

The new views are synced to the data except for the size/pos properties. The old views need to be removed from the layout, and the new views added.

The new views are not necessarily new, but are all the currently visible views.

class kivy.uix.recycleview.views.RecycleDataViewBehavior[source]

Bases: builtins.object

A optional base class for data views (RecycleView.viewclass). If a view inherits from this class, the class’s functions will be called when the view needs to be updated due to a data change or layout update.

refresh_view_attrs(rv, index, data)[source]

Called by the RecycleAdapter when the view is initially populated with the values from the data dictionary for this item.

Any pos or size info should be removed because they are set subsequently with refresh_view_layout.

Parameters:
rv: RecycleView instance

The RecycleView that caused the update.

data: dict

The data dict used to populate this view.

refresh_view_layout(rv, index, layout, viewport)[source]

Called when the view’s size is updated by the layout manager, RecycleLayoutManagerBehavior.

Parameters:
rv: RecycleView instance

The RecycleView that caused the update.

viewport: 4-tuple

The coordinates of the bottom left and width height in layout manager coordinates. This may be larger than this view item.

Raises:

LayoutChangeException: If the sizing or data changed during a call to this method, raising a LayoutChangeException exception will force a refresh. Useful when data changed and we don’t want to layout further since it’ll be overwritten again soon.

class kivy.uix.recycleview.views.RecycleKVIDsDataViewBehavior[source]

Bases: kivy.uix.recycleview.views.RecycleDataViewBehavior

Similar to RecycleDataViewBehavior, except that the data keys can signify properties of an object named with an id in the root KV rule.

E.g. given a KV rule:

<MyRule@RecycleKVIDsDataViewBehavior+BoxLayout>:
    Label:
        id: name
    Label:
        id: value

Then setting the data list with rv.data = [{'name.text': 'Kivy user', 'value.text': '12'}] would automatically set the corresponding labels.

So, if the key doesn’t have a period, the named property of the root widget will be set to the corresponding value. If there is a period, the named property of the widget with the id listed before the period will be set to the corresponding value.

New in version 2.0.0.

refresh_view_attrs(rv, index, data)[source]

Called by the RecycleAdapter when the view is initially populated with the values from the data dictionary for this item.

Any pos or size info should be removed because they are set subsequently with refresh_view_layout.

Parameters:
rv: RecycleView instance

The RecycleView that caused the update.

data: dict

The data dict used to populate this view.

Accordion

New in version 1.0.8.

_images/accordion.jpg

The Accordion widget is a form of menu where the options are stacked either vertically or horizontally and the item in focus (when touched) opens up to display its content.

The Accordion should contain one or many AccordionItem instances, each of which should contain one root content widget. You’ll end up with a Tree something like this:

  • Accordion

    • AccordionItem

      • YourContent

    • AccordionItem

      • BoxLayout

        • Another user content 1

        • Another user content 2

    • AccordionItem

      • Another user content

The current implementation divides the AccordionItem into two parts:

  1. One container for the title bar

  2. One container for the content

The title bar is made from a Kv template. We’ll see how to create a new template to customize the design of the title bar.

Warning

If you see message like:

[WARNING] [Accordion] not have enough space for displaying all children
[WARNING] [Accordion] need 440px, got 100px
[WARNING] [Accordion] layout aborted.

That means you have too many children and there is no more space to display the content. This is “normal” and nothing will be done. Try to increase the space for the accordion or reduce the number of children. You can also reduce the Accordion.min_space.

Simple example
from kivy.uix.accordion import Accordion, AccordionItem
from kivy.uix.label import Label
from kivy.app import App


class AccordionApp(App):
    def build(self):
        root = Accordion()
        for x in range(5):
            item = AccordionItem(title='Title %d' % x)
            item.add_widget(Label(text='Very big content\n' * 10))
            root.add_widget(item)
        return root


if __name__ == '__main__':
    AccordionApp().run()
Customize the accordion

You can increase the default size of the title bar:

root = Accordion(min_space=60)

Or change the orientation to vertical:

root = Accordion(orientation='vertical')

The AccordionItem is more configurable and you can set your own title background when the item is collapsed or opened:

item = AccordionItem(background_normal='image_when_collapsed.png',
    background_selected='image_when_selected.png')
class kivy.uix.accordion.Accordion(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Accordion class. See module documentation for more information.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
anim_duration

Duration of the animation in seconds when a new accordion item is selected.

anim_duration is a NumericProperty and defaults to .25 (250ms).

anim_func

Easing function to use for the animation. Check kivy.animation.AnimationTransition for more information about available animation functions.

anim_func is an ObjectProperty and defaults to ‘out_expo’. You can set a string or a function to use as an easing function.

min_space

Minimum space to use for the title of each item. This value is automatically set for each child every time the layout event occurs.

min_space is a NumericProperty and defaults to 44 (px).

orientation

Orientation of the layout.

orientation is an OptionProperty and defaults to ‘horizontal’. Can take a value of ‘vertical’ or ‘horizontal’.

exception kivy.uix.accordion.AccordionException[source]

Bases: Exception

AccordionException class.

class kivy.uix.accordion.AccordionItem(**kwargs)[source]

Bases: kivy.uix.floatlayout.FloatLayout

AccordionItem class that must be used in conjunction with the Accordion class. See the module documentation for more information.

accordion

Instance of the Accordion that the item belongs to.

accordion is an ObjectProperty and defaults to None.

add_widget(*args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
background_disabled_normal

Background image of the accordion item used for the default graphical representation when the item is collapsed and disabled.

New in version 1.8.0.

background__disabled_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/button_disabled’.

background_disabled_selected

Background image of the accordion item used for the default graphical representation when the item is selected (not collapsed) and disabled.

New in version 1.8.0.

background_disabled_selected is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/button_disabled_pressed’.

background_normal

Background image of the accordion item used for the default graphical representation when the item is collapsed.

background_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/button’.

background_selected

Background image of the accordion item used for the default graphical representation when the item is selected (not collapsed).

background_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/button_pressed’.

collapse

Boolean to indicate if the current item is collapsed or not.

collapse is a BooleanProperty and defaults to True.

collapse_alpha

Value between 0 and 1 to indicate how much the item is collapsed (1) or whether it is selected (0). It’s mostly used for animation.

collapse_alpha is a NumericProperty and defaults to 1.

container

(internal) Property that will be set to the container of children inside the AccordionItem representation.

container_title

(internal) Property that will be set to the container of title inside the AccordionItem representation.

content_size

(internal) Set by the Accordion to the size allocated for the content.

min_space

Link to the Accordion.min_space property.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

orientation

Link to the Accordion.orientation property.

remove_widget(*args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
title

Title string of the item. The title might be used in conjunction with the AccordionItemTitle template. If you are using a custom template, you can use that property as a text entry, or not. By default, it’s used for the title text. See title_template and the example below.

title is a StringProperty and defaults to ‘’.

title_args

Default arguments that will be passed to the kivy.lang.Builder.template() method.

title_args is a DictProperty and defaults to {}.

title_template

Template to use for creating the title part of the accordion item. The default template is a simple Label, not customizable (except the text) that supports vertical and horizontal orientation and different backgrounds for collapse and selected mode.

It’s better to create and use your own template if the default template does not suffice.

title is a StringProperty and defaults to ‘AccordionItemTitle’. The current default template lives in the kivy/data/style.kv file.

Here is the code if you want to build your own template:

[AccordionItemTitle@Label]:
    text: ctx.title
    canvas.before:
        Color:
            rgb: 1, 1, 1
        BorderImage:
            source:
                ctx.item.background_normal                         if ctx.item.collapse                         else ctx.item.background_selected
            pos: self.pos
            size: self.size
        PushMatrix
        Translate:
            xy: self.center_x, self.center_y
        Rotate:
            angle: 90 if ctx.item.orientation == 'horizontal' else 0
            axis: 0, 0, 1
        Translate:
            xy: -self.center_x, -self.center_y
    canvas.after:
        PopMatrix

Action Bar

New in version 1.8.0.

_images/actionbar.png

The ActionBar widget is like Android’s ActionBar, where items are stacked horizontally. When the area becomes to small, widgets are moved into the ActionOverflow area.

An ActionBar contains an ActionView with various ContextualActionViews. An ActionView will contain an ActionPrevious having title, app_icon and previous_icon properties. An ActionView will contain subclasses of ActionItems. Some predefined ones include an ActionButton, an ActionToggleButton, an ActionCheck, an ActionSeparator and an ActionGroup.

An ActionGroup is used to display ActionItems in a group. An ActionView will always display an ActionGroup after other ActionItems. An ActionView contains an ActionOverflow, but this is only made visible when required i.e. the available area is too small to fit all the widgets. A ContextualActionView is a subclass of an:class:ActionView.

Changed in version 1.10.1: ActionGroup core rewritten from Spinner to pure DropDown

class kivy.uix.actionbar.ActionBar(**kwargs)[source]

Bases: kivy.uix.boxlayout.BoxLayout

ActionBar class, which acts as the main container for an ActionView instance. The ActionBar determines the overall styling aspects of the bar. ActionItems are not added to this class directly, but to the contained ActionView instance.

Events:
on_previous

Fired when action_previous of action_view is pressed.

Please see the module documentation for more information.

action_view

action_view of the ActionBar.

action_view is an ObjectProperty and defaults to None or the last ActionView instance added to the ActionBar.

add_widget(widget, *args, **kwargs)[source]

Changed in version 2.1.0: Renamed argument view to widget.

background_color

Background color, in the format (r, g, b, a).

background_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

background_image

Background image of the ActionBars default graphical representation.

background_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/action_bar’.

border

The border to be applied to the background_image.

border is a ListProperty and defaults to [2, 2, 2, 2]

exception kivy.uix.actionbar.ActionBarException[source]

Bases: Exception

ActionBarException class

class kivy.uix.actionbar.ActionButton(**kwargs)[source]

Bases: kivy.uix.button.Button, kivy.uix.actionbar.ActionItem

ActionButton class, see module documentation for more information.

The text color, width and size_hint_x are set manually via the Kv language file. It covers a lot of cases: with/without an icon, with/without a group and takes care of the padding between elements.

You don’t have much control over these properties, so if you want to customize its appearance, we suggest you create you own button representation. You can do this by creating a class that subclasses an existing widget and an ActionItem:

class MyOwnActionButton(Button, ActionItem):
    pass

You can then create your own style using the Kv language.

icon

Source image to use when the Button is part of the ActionBar. If the Button is in a group, the text will be preferred.

icon is a StringProperty and defaults to None.

class kivy.uix.actionbar.ActionCheck(**kwargs)[source]

Bases: kivy.uix.actionbar.ActionItem, kivy.uix.checkbox.CheckBox

ActionCheck class, see module documentation for more information.

class kivy.uix.actionbar.ActionDropDown(**kwargs)[source]

Bases: kivy.uix.dropdown.DropDown

ActionDropDown class, see module documentation for more information.

class kivy.uix.actionbar.ActionGroup(**kwargs)[source]

Bases: kivy.uix.actionbar.ActionItem, kivy.uix.button.Button

ActionGroup class, see module documentation for more information.

add_widget(widget, *args, **kwargs)[source]

Changed in version 2.1.0: Renamed argument item to widget.

clear_widgets(*args, **kwargs)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

dropdown_width

If non zero, provides the width for the associated DropDown. This is useful when some items in the ActionGroup’s DropDown are wider than usual and you don’t want to make the ActionGroup widget itself wider.

dropdown_width is a NumericProperty and defaults to 0.

New in version 1.10.0.

is_open

By default, the DropDown is not open. Set to True to open it.

is_open is a BooleanProperty and defaults to False.

mode

Sets the current mode of an ActionGroup. If mode is ‘normal’, the ActionGroups children will be displayed normally if there is enough space, otherwise they will be displayed in a spinner. If mode is ‘spinner’, then the children will always be displayed in a spinner.

mode is an OptionProperty and defaults to ‘normal’.

separator_image

Background Image for an ActionSeparator in an ActionView.

separator_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/separator’.

separator_width

Width of the ActionSeparator in an ActionView.

separator_width is a NumericProperty and defaults to 0.

use_separator

Specifies whether to use a separator after/before this group or not.

use_separator is a BooleanProperty and defaults to False.

class kivy.uix.actionbar.ActionItem[source]

Bases: builtins.object

ActionItem class, an abstract class for all ActionBar widgets. To create a custom widget for an ActionBar, inherit from this class. See module documentation for more information.

background_down

Background image of the ActionItem used for the default graphical representation when an ActionItem is pressed.

background_down is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/action_item_down’.

background_normal

Background image of the ActionItem used for the default graphical representation when the ActionItem is not pressed.

background_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/action_item’.

important

Determines if an ActionItem is important or not. If an item is important and space is limited, this item will be displayed in preference to others.

important is a BooleanProperty and defaults to False.

inside_group

(internal) Determines if an ActionItem is displayed inside an ActionGroup or not.

inside_group is a BooleanProperty and defaults to False.

minimum_width

Minimum Width required by an ActionItem.

minimum_width is a NumericProperty and defaults to ’90sp’.

mipmap

Defines whether the image/icon dispayed on top of the button uses a mipmap or not.

mipmap is a BooleanProperty and defaults to True.

pack_width

(read-only) The actual width to use when packing the items. Equal to the greater of minimum_width and width.

pack_width is an AliasProperty.

class kivy.uix.actionbar.ActionOverflow(**kwargs)[source]

Bases: kivy.uix.actionbar.ActionGroup

ActionOverflow class, see module documentation for more information.

add_widget(widget, index=0, *args, **kwargs)[source]

Changed in version 2.1.0: Renamed argument action_item to widget.

overflow_image

Image to be used as an Overflow Image.

overflow_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/overflow’.

class kivy.uix.actionbar.ActionPrevious(**kwargs)[source]

Bases: kivy.uix.boxlayout.BoxLayout, kivy.uix.actionbar.ActionItem

ActionPrevious class, see module documentation for more information.

app_icon

Application icon for the ActionView.

app_icon is a StringProperty and defaults to the window icon if set, otherwise ‘data/logo/kivy-icon-32.png’.

app_icon_height

Height of app_icon image.

app_icon_height is a NumericProperty and defaults to 0.

app_icon_width

Width of app_icon image.

app_icon_width is a NumericProperty and defaults to 0.

color

Text color, in the format (r, g, b, a)

color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

markup

If True, the text will be rendered using the MarkupLabel: you can change the style of the text using tags. Check the Text Markup documentation for more information.

markup is a BooleanProperty and defaults to False.

previous_image

Image for the ‘previous’ ActionButtons default graphical representation.

previous_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/previous_normal’.

previous_image_height

Height of previous_image image.

app_icon_width is a NumericProperty and defaults to 0.

previous_image_width

Width of previous_image image.

width is a NumericProperty and defaults to 0.

title

Title for ActionView.

title is a StringProperty and defaults to ‘’.

with_previous

Specifies whether the previous_icon will be shown or not. Note that it is up to the user to implement the desired behavior using the on_press or similar events.

with_previous is a BooleanProperty and defaults to True.

class kivy.uix.actionbar.ActionSeparator(**kwargs)[source]

Bases: kivy.uix.actionbar.ActionItem, kivy.uix.widget.Widget

ActionSeparator class, see module documentation for more information.

background_image

Background image for the separators default graphical representation.

background_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/separator’.

class kivy.uix.actionbar.ActionToggleButton(**kwargs)[source]

Bases: kivy.uix.actionbar.ActionItem, kivy.uix.togglebutton.ToggleButton

ActionToggleButton class, see module documentation for more information.

icon

Source image to use when the Button is part of the ActionBar. If the Button is in a group, the text will be preferred.

class kivy.uix.actionbar.ActionView(**kwargs)[source]

Bases: kivy.uix.boxlayout.BoxLayout

ActionView class, see module documentation for more information.

action_previous

Previous button for an ActionView.

action_previous is an ObjectProperty and defaults to None.

add_widget(widget, index=0, *args, **kwargs)[source]

Changed in version 2.1.0: Renamed argument action_item to widget.

background_color

Background color in the format (r, g, b, a).

background_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

background_image

Background image of an ActionViews default graphical representation.

background_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/action_view’.

overflow_group

Widget to be used for the overflow.

overflow_group is an ObjectProperty and defaults to an instance of ActionOverflow.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
use_separator

Specify whether to use a separator before every ActionGroup or not.

use_separator is a BooleanProperty and defaults to False.

class kivy.uix.actionbar.ContextualActionView(**kwargs)[source]

Bases: kivy.uix.actionbar.ActionView

ContextualActionView class, see the module documentation for more information.

Anchor Layout

_images/anchorlayout.gif

The AnchorLayout aligns its children to a border (top, bottom, left, right) or center.

To draw a button in the lower-right corner:

layout = AnchorLayout(
    anchor_x='right', anchor_y='bottom')
btn = Button(text='Hello World')
layout.add_widget(btn)
class kivy.uix.anchorlayout.AnchorLayout(**kwargs)[source]

Bases: kivy.uix.layout.Layout

Anchor layout class. See the module documentation for more information.

anchor_x

Horizontal anchor.

anchor_x is an OptionProperty and defaults to ‘center’. It accepts values of ‘left’, ‘center’ or ‘right’.

anchor_y

Vertical anchor.

anchor_y is an OptionProperty and defaults to ‘center’. It accepts values of ‘top’, ‘center’ or ‘bottom’.

do_layout(*largs)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

padding

Padding between the widget box and its children, in pixels: [padding_left, padding_top, padding_right, padding_bottom].

padding also accepts a two argument form [padding_horizontal, padding_vertical] and a one argument form [padding].

padding is a VariableListProperty and defaults to [0, 0, 0, 0].

Box Layout

_images/boxlayout.gif

BoxLayout arranges children in a vertical or horizontal box.

To position widgets above/below each other, use a vertical BoxLayout:

layout = BoxLayout(orientation='vertical')
btn1 = Button(text='Hello')
btn2 = Button(text='World')
layout.add_widget(btn1)
layout.add_widget(btn2)

To position widgets next to each other, use a horizontal BoxLayout. In this example, we use 10 pixel spacing between children; the first button covers 70% of the horizontal space, the second covers 30%:

layout = BoxLayout(spacing=10)
btn1 = Button(text='Hello', size_hint=(.7, 1))
btn2 = Button(text='World', size_hint=(.3, 1))
layout.add_widget(btn1)
layout.add_widget(btn2)

Position hints are partially working, depending on the orientation:

  • If the orientation is vertical: x, right and center_x will be used.

  • If the orientation is horizontal: y, top and center_y will be used.

Kv Example:

BoxLayout:
    orientation: 'vertical'
    Label:
        text: 'this on top'
    Label:
        text: 'this right aligned'
        size_hint_x: None
        size: self.texture_size
        pos_hint: {'right': 1}
    Label:
        text: 'this on bottom'

You can check the examples/widgets/boxlayout_poshint.py for a live example.

Note

The size_hint uses the available space after subtracting all the fixed-size widgets. For example, if you have a layout that is 800px wide, and add three buttons like this:

btn1 = Button(text='Hello', size=(200, 100), size_hint=(None, None))
btn2 = Button(text='Kivy', size_hint=(.5, 1))
btn3 = Button(text='World', size_hint=(.5, 1))

The first button will be 200px wide as specified, the second and third will be 300px each, e.g. (800-200) * 0.5

Changed in version 1.4.1: Added support for pos_hint.

class kivy.uix.boxlayout.BoxLayout(**kwargs)[source]

Bases: kivy.uix.layout.Layout

Box layout class. See module documentation for more information.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
do_layout(*largs)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

minimum_height

Automatically computed minimum height needed to contain all children.

New in version 1.10.0.

minimum_height is a NumericProperty and defaults to 0. It is read only.

minimum_size

Automatically computed minimum size needed to contain all children.

New in version 1.10.0.

minimum_size is a ReferenceListProperty of (minimum_width, minimum_height) properties. It is read only.

minimum_width

Automatically computed minimum width needed to contain all children.

New in version 1.10.0.

minimum_width is a NumericProperty and defaults to 0. It is read only.

orientation

Orientation of the layout.

orientation is an OptionProperty and defaults to ‘horizontal’. Can be ‘vertical’ or ‘horizontal’.

padding

Padding between layout box and children: [padding_left, padding_top, padding_right, padding_bottom].

padding also accepts a two argument form [padding_horizontal, padding_vertical] and a one argument form [padding].

Changed in version 1.7.0: Replaced NumericProperty with VariableListProperty.

padding is a VariableListProperty and defaults to [0, 0, 0, 0].

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
spacing

Spacing between children, in pixels.

spacing is a NumericProperty and defaults to 0.

Bubble

New in version 1.1.0.

_images/bubble.jpg

The Bubble widget is a form of menu or a small popup with an arrow arranged on one side of it’s content.

The Bubble contains an arrow attached to the content (e.g., BubbleContent) pointing in the direction you choose. It can be placed either at a predefined location or flexibly by specifying a relative position on the border of the widget.

The BubbleContent is a styled BoxLayout and is thought to be added to the Bubble as a child widget. The Bubble will then arrange an arrow around the content as desired. Instead of the class:BubbleContent, you can theoretically use any other Widget as well as long as it supports the ‘bind’ and ‘unbind’ function of the EventDispatcher and is compatible with Kivy to be placed inside a BoxLayout.

The BubbleButton`is a styled Button. It suits to the style of :class:`Bubble and BubbleContent. Feel free to place other Widgets inside the ‘content’ of the Bubble.

Changed in version 2.2.0.

The properties background_image, background_color, border and border_auto_scale were removed from Bubble. These properties had only been used by the content widget that now uses it’s own properties instead. The color of the arrow is now changed with arrow_color instead of background_color. These changes makes the Bubble transparent to use with other layouts as content without any side-effects due to property inheritance.

The property flex_arrow_pos has been added to allow further customization of the arrow positioning.

The properties arrow_margin, arrow_margin_x, arrow_margin_y, content_size, content_width and content_height have been added to ease proper sizing of a Bubble e.g., based on it’s content size.

BubbleContent

The BubbleContent is a styled BoxLayout that can be used to add e.g., BubbleButtons as menu items.

Changed in version 2.2.0.

The properties background_image, background_color, border and border_auto_scale were added to the BubbleContent. The BubbleContent does no longer rely on these properties being present in the parent class.

BubbleButton

The BubbleButton is a styled Button that can be used to be added to the BubbleContent.

Simple example
'''
Bubble
======

Test of the widget Bubble.
'''

from kivy.app import App
from kivy.uix.floatlayout import FloatLayout
from kivy.uix.button import Button
from kivy.lang import Builder
from kivy.uix.bubble import Bubble

Builder.load_string('''
<cut_copy_paste>
    size_hint: (None, None)
    size: (160, 120)
    pos_hint: {'center_x': .5, 'y': .6}
    BubbleContent:
        BubbleButton:
            text: 'Cut'
            size_hint_y: 1
        BubbleButton:
            text: 'Copy'
            size_hint_y: 1
        BubbleButton:
            text: 'Paste'
            size_hint_y: 1
''')


class cut_copy_paste(Bubble):
    pass


class BubbleShowcase(FloatLayout):

    def __init__(self, **kwargs):
        super(BubbleShowcase, self).__init__(**kwargs)
        self.but_bubble = Button(text='Press to show bubble')
        self.but_bubble.bind(on_release=self.show_bubble)
        self.add_widget(self.but_bubble)

    def show_bubble(self, *l):
        if not hasattr(self, 'bubb'):
            self.bubb = bubb = cut_copy_paste()
            self.add_widget(bubb)
        else:
            values = ('left_top', 'left_mid', 'left_bottom', 'top_left',
                'top_mid', 'top_right', 'right_top', 'right_mid',
                'right_bottom', 'bottom_left', 'bottom_mid', 'bottom_right')
            index = values.index(self.bubb.arrow_pos)
            self.bubb.arrow_pos = values[(index + 1) % len(values)]


class TestBubbleApp(App):

    def build(self):
        return BubbleShowcase()


if __name__ == '__main__':
    TestBubbleApp().run()
Customize the Bubble

You can choose the direction in which the arrow points:

Bubble(arrow_pos='top_mid')
or
Bubble(size=(200, 40), flex_arrow_pos=(175, 40))

Similarly, the corresponding properties in the '.kv' language can be used
as well.

You can change the appearance of the bubble:

Bubble(
    arrow_image='/path/to/arrow/image',
    arrow_color=(1, 0, 0, .5)),
)
BubbleContent(
    background_image='/path/to/background/image',
    background_color=(1, 0, 0, .5),  # 50% translucent red
    border=(0,0,0,0),
)

Similarly, the corresponding properties in the '.kv' language can be used
as well.

class kivy.uix.bubble.Bubble(**kwargs)[source]

Bases: kivy.uix.boxlayout.BoxLayout

Bubble class. See module documentation for more information.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
arrow_color

Arrow color, in the format (r, g, b, a). To use it you have to set arrow_image first.

New in version 2.2.0.

arrow_color is a ColorProperty and defaults to [1, 1, 1, 1].

arrow_image

Image of the arrow pointing to the bubble.

arrow_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/bubble_arrow’.

arrow_margin

Automatically computed margin that the arrow widget occupies in x and y direction in pixel.

Check the description of arrow_margin_x and arrow_margin_y.

New in version 2.2.0.

arrow_margin is a ReferenceListProperty of (arrow_margin_x, arrow_margin_y) properties. It is read only.

arrow_margin_x

Automatically computed margin in x direction that the arrow widget occupies in pixel.

In combination with the content_width, this property can be used to determine the correct width of the Bubble to exactly enclose the arrow + content by adding content_width and arrow_margin_x

New in version 2.2.0.

arrow_margin_x is a NumericProperty and represents the added margin in x direction due to the arrow widget. It defaults to 0 and is read only.

arrow_margin_y

Automatically computed margin in y direction that the arrow widget occupies in pixel.

In combination with the content_height, this property can be used to determine the correct height of the Bubble to exactly enclose the arrow + content by adding content_height and arrow_margin_y

New in version 2.2.0.

arrow_margin_y is a NumericProperty and represents the added margin in y direction due to the arrow widget. It defaults to 0 and is read only.

arrow_pos

Specifies the position of the arrow as predefined relative position to the bubble. Can be one of: left_top, left_mid, left_bottom top_left, top_mid, top_right right_top, right_mid, right_bottom bottom_left, bottom_mid, bottom_right.

arrow_pos is a OptionProperty and defaults to ‘bottom_mid’.

content

This is the object where the main content of the bubble is held.

The content of the Bubble set by ‘add_widget’ and removed with ‘remove_widget’ similarly to the ActionView which is placed into a class:ActionBar

content is a ObjectProperty and defaults to None.

content_height

The height of the content Widget.

New in version 2.2.0.

content_height is a NumericProperty and is the same as self.content.height if content is not None, else it defaults to 0. It is read only.

content_size

The size of the content Widget.

New in version 2.2.0.

content_size is a ReferenceListProperty of (content_width, content_height) properties. It is read only.

content_width

The width of the content Widget.

New in version 2.2.0.

content_width is a NumericProperty and is the same as self.content.width if content is not None, else it defaults to 0. It is read only.

flex_arrow_pos

Specifies the position of the arrow as flex coordinate around the border of the Bubble Widget. If this property is set to a proper position (relative pixel coordinates within the Bubble widget, it overwrites the setting arrow_pos.

New in version 2.2.0.

flex_arrow_pos is a ListProperty and defaults to None.

limit_to

Specifies the widget to which the bubbles position is restricted.

New in version 1.6.0.

limit_to is a ObjectProperty and defaults to ‘None’.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
show_arrow

Indicates whether to show arrow.

New in version 1.8.0.

show_arrow is a BooleanProperty and defaults to True.

class kivy.uix.bubble.BubbleButton(**kwargs)[source]

Bases: kivy.uix.button.Button

A button intended for use in a BubbleContent widget. You can use a “normal” button class, but it will not look good unless the background is changed.

Rather use this BubbleButton widget that is already defined and provides a suitable background for you.

class kivy.uix.bubble.BubbleContent(**kwargs)[source]

Bases: kivy.uix.boxlayout.BoxLayout

A styled BoxLayout that can be used as the content widget of a Bubble.

Changed in version 2.2.0.

The graphical appearance of BubbleContent is now based on it’s own properties background_image, background_color, border and border_auto_scale. The parent widget properties are no longer considered. This makes the BubbleContent a standalone themed BoxLayout.

background_color

Background color, in the format (r, g, b, a). To use it you have to set background_image first.

New in version 2.2.0.

background_color is a ColorProperty and defaults to [1, 1, 1, 1].

background_image

Background image of the bubble.

New in version 2.2.0.

background_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/bubble’.

border

Border used for BorderImage graphics instruction. Used with the background_image. It should be used when using custom backgrounds.

It must be a list of 4 values: (bottom, right, top, left). Read the BorderImage instructions for more information about how to use it.

New in version 2.2.0.

border is a ListProperty and defaults to (16, 16, 16, 16)

border_auto_scale

Specifies the kivy.graphics.BorderImage.auto_scale value on the background BorderImage.

New in version 2.2.0.

border_auto_scale is a OptionProperty and defaults to ‘both_lower’.

Button

_images/button.jpg

The Button is a Label with associated actions that are triggered when the button is pressed (or released after a click/touch). To configure the button, the same properties (padding, font_size, etc) and sizing system are used as for the Label class:

button = Button(text='Hello world', font_size=14)

To attach a callback when the button is pressed (clicked/touched), use bind:

def callback(instance):
    print('The button <%s> is being pressed' % instance.text)

btn1 = Button(text='Hello world 1')
btn1.bind(on_press=callback)
btn2 = Button(text='Hello world 2')
btn2.bind(on_press=callback)

If you want to be notified every time the button state changes, you can bind to the Button.state property:

def callback(instance, value):
    print('My button <%s> state is <%s>' % (instance, value))
btn1 = Button(text='Hello world 1')
btn1.bind(state=callback)

Kv Example:

Button:
    text: 'press me'
    on_press: print("ouch! More gently please")
    on_release: print("ahhh")
    on_state:
        print("my current state is {}".format(self.state))
class kivy.uix.button.Button(**kwargs)[source]

Bases: kivy.uix.behaviors.button.ButtonBehavior, kivy.uix.label.Label

Button class, see module documentation for more information.

Changed in version 1.8.0: The behavior / logic of the button has been moved to ButtonBehaviors.

background_color

Background color, in the format (r, g, b, a).

This acts as a multiplier to the texture colour. The default texture is grey, so just setting the background color will give a darker result. To set a plain color, set the background_normal to ''.

New in version 1.0.8.

The background_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

background_disabled_down

Background image of the button used for the default graphical representation when the button is disabled and pressed.

New in version 1.8.0.

background_disabled_down is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/button_disabled_pressed’.

background_disabled_normal

Background image of the button used for the default graphical representation when the button is disabled and not pressed.

New in version 1.8.0.

background_disabled_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/button_disabled’.

background_down

Background image of the button used for the default graphical representation when the button is pressed.

New in version 1.0.4.

background_down is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/button_pressed’.

background_normal

Background image of the button used for the default graphical representation when the button is not pressed.

New in version 1.0.4.

background_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/button’.

border

Border used for BorderImage graphics instruction. Used with background_normal and background_down. Can be used for custom backgrounds.

It must be a list of four values: (bottom, right, top, left). Read the BorderImage instruction for more information about how to use it.

border is a ListProperty and defaults to (16, 16, 16, 16)

Camera

The Camera widget is used to capture and display video from a camera. Once the widget is created, the texture inside the widget will be automatically updated. Our CameraBase implementation is used under the hood:

cam = Camera()

By default, the first camera found on your system is used. To use a different camera, set the index property:

cam = Camera(index=1)

You can also select the camera resolution:

cam = Camera(resolution=(320, 240))

Warning

The camera texture is not updated as soon as you have created the object. The camera initialization is asynchronous, so there may be a delay before the requested texture is created.

class kivy.uix.camera.Camera(**kwargs)[source]

Bases: kivy.uix.image.Image

Camera class. See module documentation for more information.

index

Index of the used camera, starting from 0.

index is a NumericProperty and defaults to -1 to allow auto selection.

play

Boolean indicating whether the camera is playing or not. You can start/stop the camera by setting this property:

# start the camera playing at creation
cam = Camera(play=True)

# create the camera, and start later (default)
cam = Camera(play=False)
# and later
cam.play = True

play is a BooleanProperty and defaults to False.

resolution

Preferred resolution to use when invoking the camera. If you are using [-1, -1], the resolution will be the default one:

# create a camera object with the best image available
cam = Camera()

# create a camera object with an image of 320x240 if possible
cam = Camera(resolution=(320, 240))

Warning

Depending on the implementation, the camera may not respect this property.

resolution is a ListProperty and defaults to [-1, -1].

Carousel

_images/carousel.gif

New in version 1.4.0.

The Carousel widget provides the classic mobile-friendly carousel view where you can swipe between slides. You can add any content to the carousel and have it move horizontally or vertically. The carousel can display pages in a sequence or a loop.

Example:

from kivy.app import App
from kivy.uix.carousel import Carousel
from kivy.uix.image import AsyncImage


class CarouselApp(App):
    def build(self):
        carousel = Carousel(direction='right')
        for i in range(10):
            src = "http://placehold.it/480x270.png&text=slide-%d&.png" % i
            image = AsyncImage(source=src, fit_mode="contain")
            carousel.add_widget(image)
        return carousel


CarouselApp().run()

Kv Example:

Carousel:
    direction: 'right'
    AsyncImage:
        source: 'http://placehold.it/480x270.png&text=slide-1.png'
    AsyncImage:
        source: 'http://placehold.it/480x270.png&text=slide-2.png'
    AsyncImage:
        source: 'http://placehold.it/480x270.png&text=slide-3.png'
    AsyncImage:
        source: 'http://placehold.it/480x270.png&text=slide-4.png'

Changed in version 1.5.0: The carousel now supports active children, like the ScrollView. It will detect a swipe gesture according to the Carousel.scroll_timeout and Carousel.scroll_distance properties.

In addition, the slide container is no longer exposed by the API. The impacted properties are Carousel.slides, Carousel.current_slide, Carousel.previous_slide and Carousel.next_slide.

class kivy.uix.carousel.Carousel(**kwargs)[source]

Bases: kivy.uix.stencilview.StencilView

Carousel class. See module documentation for more information.

add_widget(widget, index=0, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
anim_cancel_duration

Defines the duration of the animation when a swipe movement is not accepted. This is generally when the user does not make a large enough swipe. See min_move.

anim_cancel_duration is a NumericProperty and defaults to 0.3.

anim_move_duration

Defines the duration of the Carousel animation between pages.

anim_move_duration is a NumericProperty and defaults to 0.5.

anim_type

Type of animation to use while animating to the next/previous slide. This should be the name of an AnimationTransition function.

anim_type is a StringProperty and defaults to ‘out_quad’.

New in version 1.8.0.

clear_widgets(children=None, *args, **kwargs)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

current_slide

The currently shown slide.

current_slide is an AliasProperty.

Changed in version 1.5.0: The property no longer exposes the slides container. It returns the widget you have added.

direction

Specifies the direction in which the slides are ordered. This corresponds to the direction from which the user swipes to go from one slide to the next. It can be right, left, top, or bottom. For example, with the default value of right, the second slide is to the right of the first and the user would swipe from the right towards the left to get to the second slide.

direction is an OptionProperty and defaults to ‘right’.

ignore_perpendicular_swipes

Ignore swipes on axis perpendicular to direction.

ignore_perpendicular_swipes is a BooleanProperty and defaults to False.

New in version 1.10.0.

index

Get/Set the current slide based on the index.

index is an AliasProperty and defaults to 0 (the first item).

load_next(mode='next')[source]

Animate to the next slide.

New in version 1.7.0.

load_previous()[source]

Animate to the previous slide.

New in version 1.7.0.

load_slide(slide)[source]

Animate to the slide that is passed as the argument.

Changed in version 1.8.0.

loop

Allow the Carousel to loop infinitely. If True, when the user tries to swipe beyond last page, it will return to the first. If False, it will remain on the last page.

loop is a BooleanProperty and defaults to False.

min_move

Defines the minimum distance to be covered before the touch is considered a swipe gesture and the Carousel content changed. This is a expressed as a fraction of the Carousel’s width. If the movement doesn’t reach this minimum value, the movement is cancelled and the content is restored to its original position.

min_move is a NumericProperty and defaults to 0.2.

next_slide

The next slide in the Carousel. It is None if the current slide is the last slide in the Carousel. This ordering reflects the order in which the slides are added: their presentation varies according to the direction property.

next_slide is an AliasProperty.

Changed in version 1.5.0: The property no longer exposes the slides container. It returns the widget you have added.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

previous_slide

The previous slide in the Carousel. It is None if the current slide is the first slide in the Carousel. This ordering reflects the order in which the slides are added: their presentation varies according to the direction property.

previous_slide is an AliasProperty.

Changed in version 1.5.0: This property no longer exposes the slides container. It returns the widget you have added.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
scroll_distance

Distance to move before scrolling the Carousel in pixels. As soon as the distance has been traveled, the Carousel will start to scroll, and no touch event will go to children. It is advisable that you base this value on the dpi of your target device’s screen.

scroll_distance is a NumericProperty and defaults to 20dp.

New in version 1.5.0.

scroll_timeout

Timeout allowed to trigger the scroll_distance, in milliseconds. If the user has not moved scroll_distance within the timeout, no scrolling will occur and the touch event will go to the children.

scroll_timeout is a NumericProperty and defaults to 200 (milliseconds)

New in version 1.5.0.

slides

List of slides inside the Carousel. The slides are the widgets added to the Carousel using the add_widget method.

slides is a ListProperty and is read-only.

CheckBox

New in version 1.4.0.

_images/checkbox.png

CheckBox is a specific two-state button that can be either checked or unchecked. If the CheckBox is in a Group, it becomes a Radio button. As with the ToggleButton, only one Radio button at a time can be selected when the CheckBox.group is set.

An example usage:

from kivy.uix.checkbox import CheckBox

# ...

def on_checkbox_active(checkbox, value):
    if value:
        print('The checkbox', checkbox, 'is active')
    else:
        print('The checkbox', checkbox, 'is inactive')

checkbox = CheckBox()
checkbox.bind(active=on_checkbox_active)
class kivy.uix.checkbox.CheckBox(**kwargs)[source]

Bases: kivy.uix.behaviors.togglebutton.ToggleButtonBehavior, kivy.uix.widget.Widget

CheckBox class, see module documentation for more information.

active

Indicates if the switch is active or inactive.

active is a boolean and reflects and sets whether the underlying state is ‘down’ (True) or ‘normal’ (False). It is a AliasProperty, which accepts boolean values and defaults to False.

Changed in version 1.11.0: It changed from a BooleanProperty to a AliasProperty.

background_checkbox_disabled_down

Background image of the checkbox used for the default graphical representation when the checkbox is disabled and active.

New in version 1.9.0.

background_checkbox_disabled_down is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/checkbox_disabled_on’.

background_checkbox_disabled_normal

Background image of the checkbox used for the default graphical representation when the checkbox is disabled and not active.

New in version 1.9.0.

background_checkbox_disabled_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/checkbox_disabled_off’.

background_checkbox_down

Background image of the checkbox used for the default graphical representation when the checkbox is active.

New in version 1.9.0.

background_checkbox_down is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/checkbox_on’.

background_checkbox_normal

Background image of the checkbox used for the default graphical representation when the checkbox is not active.

New in version 1.9.0.

background_checkbox_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/checkbox_off’.

background_radio_disabled_down

Background image of the radio button used for the default graphical representation when the radio button is disabled and active.

New in version 1.9.0.

background_radio_disabled_down is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/checkbox_radio_disabled_on’.

background_radio_disabled_normal

Background image of the radio button used for the default graphical representation when the radio button is disabled and not active.

New in version 1.9.0.

background_radio_disabled_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/checkbox_radio_disabled_off’.

background_radio_down

Background image of the radio button used for the default graphical representation when the radio button is active.

New in version 1.9.0.

background_radio_down is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/checkbox_radio_on’.

background_radio_normal

Background image of the radio button used for the default graphical representation when the radio button is not active.

New in version 1.9.0.

background_radio_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/checkbox_radio_off’.

color

Color is used for tinting the default graphical representation of checkbox and radio button (images).

Color is in the format (r, g, b, a).

New in version 1.10.0.

color is a ColorProperty and defaults to ‘[1, 1, 1, 1]’.

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

Code Input

New in version 1.5.0.

_images/codeinput.jpg

Note

This widget requires pygments package to run. Install it with pip.

The CodeInput provides a box of editable highlighted text like the one shown in the image.

It supports all the features provided by the textinput as well as code highlighting for languages supported by pygments along with KivyLexer for kivy.lang highlighting.

Usage example

To create a CodeInput with highlighting for KV language:

from kivy.uix.codeinput import CodeInput
from kivy.extras.highlight import KivyLexer
codeinput = CodeInput(lexer=KivyLexer())

To create a CodeInput with highlighting for Cython:

from kivy.uix.codeinput import CodeInput
from pygments.lexers import CythonLexer
codeinput = CodeInput(lexer=CythonLexer())
class kivy.uix.codeinput.CodeInput(**kwargs)[source]

Bases: kivy.uix.behaviors.codenavigation.CodeNavigationBehavior, kivy.uix.textinput.TextInput

CodeInput class, used for displaying highlighted code.

lexer

This holds the selected Lexer used by pygments to highlight the code.

lexer is an ObjectProperty and defaults to PythonLexer.

style

The pygments style object to use for formatting.

When style_name is set, this will be changed to the corresponding style object.

style is a ObjectProperty and defaults to None

style_name

Name of the pygments style to use for formatting.

style_name is an OptionProperty and defaults to 'default'.

Color Picker

New in version 1.7.0.

Warning

This widget is experimental. Its use and API can change at any time until this warning is removed.

_images/colorpicker.png

The ColorPicker widget allows a user to select a color from a chromatic wheel where pinch and zoom can be used to change the wheel’s saturation. Sliders and TextInputs are also provided for entering the RGBA/HSV/HEX values directly.

Usage:

clr_picker = ColorPicker()
parent.add_widget(clr_picker)

# To monitor changes, we can bind to color property changes
def on_color(instance, value):
    print("RGBA = ", str(value))  #  or instance.color
    print("HSV = ", str(instance.hsv))
    print("HEX = ", str(instance.hex_color))

clr_picker.bind(color=on_color)
class kivy.uix.colorpicker.ColorPicker(**kwargs)[source]

Bases: kivy.uix.relativelayout.RelativeLayout

See module documentation.

color

The color holds the color currently selected in rgba format.

color is a ListProperty and defaults to (1, 1, 1, 1).

font_name

Specifies the font used on the ColorPicker.

font_name is a StringProperty and defaults to ‘data/fonts/RobotoMono-Regular.ttf’.

hex_color

The hex_color holds the currently selected color in hex.

hex_color is an AliasProperty and defaults to #ffffffff.

hsv

The hsv holds the color currently selected in hsv format.

hsv is a ListProperty and defaults to (1, 1, 1).

wheel

The wheel holds the color wheel.

wheel is an ObjectProperty and defaults to None.

class kivy.uix.colorpicker.ColorWheel(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Chromatic wheel for the ColorPicker.

Changed in version 1.7.1: font_size, font_name and foreground_color have been removed. The sizing is now the same as others widget, based on ‘sp’. Orientation is also automatically determined according to the width/height ratio.

a

The Alpha value of the color currently selected.

a is a BoundedNumericProperty and can be a value from 0 to 1.

b

The Blue value of the color currently selected.

b is a BoundedNumericProperty and can be a value from 0 to 1.

color

The holds the color currently selected.

color is a ReferenceListProperty and contains a list of r, g, b, a values.

g

The Green value of the color currently selected.

g is a BoundedNumericProperty and can be a value from 0 to 1.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

r

The Red value of the color currently selected.

r is a BoundedNumericProperty and can be a value from 0 to 1. It defaults to 0.

Drop-Down List

_images/dropdown.gif

New in version 1.4.0.

A versatile drop-down list that can be used with custom widgets. It allows you to display a list of widgets under a displayed widget. Unlike other toolkits, the list of widgets can contain any type of widget: simple buttons, images etc.

The positioning of the drop-down list is fully automatic: we will always try to place the dropdown list in a way that the user can select an item in the list.

Basic example

A button with a dropdown list of 10 possible values. All the buttons within the dropdown list will trigger the dropdown DropDown.select() method. After being called, the main button text will display the selection of the dropdown.

from kivy.uix.dropdown import DropDown
from kivy.uix.button import Button
from kivy.base import runTouchApp

# create a dropdown with 10 buttons
dropdown = DropDown()
for index in range(10):
    # When adding widgets, we need to specify the height manually
    # (disabling the size_hint_y) so the dropdown can calculate
    # the area it needs.

    btn = Button(text='Value %d' % index, size_hint_y=None, height=44)

    # for each button, attach a callback that will call the select() method
    # on the dropdown. We'll pass the text of the button as the data of the
    # selection.
    btn.bind(on_release=lambda btn: dropdown.select(btn.text))

    # then add the button inside the dropdown
    dropdown.add_widget(btn)

# create a big main button
mainbutton = Button(text='Hello', size_hint=(None, None))

# show the dropdown menu when the main button is released
# note: all the bind() calls pass the instance of the caller (here, the
# mainbutton instance) as the first argument of the callback (here,
# dropdown.open.).
mainbutton.bind(on_release=dropdown.open)

# one last thing, listen for the selection in the dropdown list and
# assign the data to the button text.
dropdown.bind(on_select=lambda instance, x: setattr(mainbutton, 'text', x))

runTouchApp(mainbutton)
Extending dropdown in Kv

You could create a dropdown directly from your kv:

#:kivy 1.4.0
<CustomDropDown>:
    Button:
        text: 'My first Item'
        size_hint_y: None
        height: 44
        on_release: root.select('item1')
    Label:
        text: 'Unselectable item'
        size_hint_y: None
        height: 44
    Button:
        text: 'My second Item'
        size_hint_y: None
        height: 44
        on_release: root.select('item2')

And then, create the associated python class and use it:

class CustomDropDown(DropDown):
    pass

dropdown = CustomDropDown()
mainbutton = Button(text='Hello', size_hint=(None, None))
mainbutton.bind(on_release=dropdown.open)
dropdown.bind(on_select=lambda instance, x: setattr(mainbutton, 'text', x))
class kivy.uix.dropdown.DropDown(**kwargs)[source]

Bases: kivy.uix.scrollview.ScrollView

DropDown class. See module documentation for more information.

Events:
on_select: data

Fired when a selection is done. The data of the selection is passed in as the first argument and is what you pass in the select() method as the first argument.

on_dismiss:

New in version 1.8.0.

Fired when the DropDown is dismissed, either on selection or on touching outside the widget.

add_widget(*args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
attach_to

(internal) Property that will be set to the widget to which the drop down list is attached.

The open() method will automatically set this property whilst dismiss() will set it back to None.

auto_dismiss

By default, the dropdown will be automatically dismissed when a touch happens outside of it, this option allows to disable this feature

auto_dismiss is a BooleanProperty and defaults to True.

New in version 1.8.0.

auto_width

By default, the width of the dropdown will be the same as the width of the attached widget. Set to False if you want to provide your own width.

auto_width is a BooleanProperty and defaults to True.

clear_widgets(*args, **kwargs)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

container

(internal) Property that will be set to the container of the dropdown list. It is a GridLayout by default.

dismiss(*largs)[source]

Remove the dropdown widget from the window and detach it from the attached widget.

dismiss_on_select

By default, the dropdown will be automatically dismissed when a selection has been done. Set to False to prevent the dismiss.

dismiss_on_select is a BooleanProperty and defaults to True.

max_height

Indicate the maximum height that the dropdown can take. If None, it will take the maximum height available until the top or bottom of the screen is reached.

max_height is a NumericProperty and defaults to None.

min_state_time

Minimum time before the DropDown is dismissed. This is used to allow for the widget inside the dropdown to display a down state or for the DropDown itself to display a animation for closing.

min_state_time is a NumericProperty and defaults to the Config value min_state_time.

New in version 1.10.0.

on_motion(etype, me)[source]

Called when a motion event is received.

Parameters:
etype: str

Event type, one of “begin”, “update” or “end”

me: MotionEvent

Received motion event

Returns:

bool True to stop event dispatching

New in version 2.1.0.

Warning

This is an experimental method and it remains so while this warning is present.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

open(widget)[source]

Open the dropdown list and attach it to a specific widget. Depending on the position of the widget within the window and the height of the dropdown, the dropdown might be above or below that widget.

remove_widget(*args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
select(data)[source]

Call this method to trigger the on_select event with the data selection. The data can be anything you want.

EffectWidget

New in version 1.9.0.

The EffectWidget is able to apply a variety of fancy graphical effects to its children. It works by rendering to a series of Fbo instances with custom opengl fragment shaders. As such, effects can freely do almost anything, from inverting the colors of the widget, to anti-aliasing, to emulating the appearance of a crt monitor!

Warning

This code is still experimental, and its API is subject to change in a future version.

The basic usage is as follows:

w = EffectWidget()
w.add_widget(Button(text='Hello!')
w.effects = [InvertEffect(), HorizontalBlurEffect(size=2.0)]

The equivalent in kv would be:

#: import ew kivy.uix.effectwidget
EffectWidget:
    effects: ew.InvertEffect(), ew.HorizontalBlurEffect(size=2.0)
    Button:
        text: 'Hello!'

The effects can be a list of effects of any length, and they will be applied sequentially.

The module comes with a range of prebuilt effects, but the interface is designed to make it easy to create your own. Instead of writing a full glsl shader, you provide a single function that takes some inputs based on the screen (current pixel color, current widget texture etc.). See the sections below for more information.

Usage Guidelines

It is not efficient to resize an EffectWidget, as the Fbo is recreated on each resize event. If you need to resize frequently, consider doing things a different way.

Although some effects have adjustable parameters, it is not efficient to animate these, as the entire shader is reconstructed every time. You should use glsl uniform variables instead. The AdvancedEffectBase may make this easier.

Note

The EffectWidget cannot draw outside its own widget area (pos -> pos + size). Any child widgets overlapping the boundary will be cut off at this point.

Provided Effects

The module comes with several pre-written effects. Some have adjustable properties (e.g. blur radius). Please see the individual effect documentation for more details.

Creating Effects

Effects are designed to make it easy to create and use your own transformations. You do this by creating and using an instance of EffectBase with your own custom EffectBase.glsl property.

The glsl property is a string representing part of a glsl fragment shader. You can include as many functions as you like (the string is simply spliced into the whole shader), but it must implement a function effect as below:

vec4 effect(vec4 color, sampler2D texture, vec2 tex_coords, vec2 coords)
{
    // ... your code here
    return something;  // must be a vec4 representing the new color
}

The full shader will calculate the normal pixel color at each point, then call your effect function to transform it. The parameters are:

  • color: The normal color of the current pixel (i.e. texture sampled at tex_coords).

  • texture: The texture containing the widget’s normal background.

  • tex_coords: The normal texture_coords used to access texture.

  • coords: The pixel indices of the current pixel.

The shader code also has access to two useful uniform variables, time containing the time (in seconds) since the program start, and resolution containing the shape (x pixels, y pixels) of the widget.

For instance, the following simple string (taken from the InvertEffect) would invert the input color but set alpha to 1.0:

vec4 effect(vec4 color, sampler2D texture, vec2 tex_coords, vec2 coords)
{
    return vec4(1.0 - color.xyz, 1.0);
}

You can also set the glsl by automatically loading the string from a file, simply set the EffectBase.source property of an effect.

class kivy.uix.effectwidget.AdvancedEffectBase(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

An EffectBase with additional behavior to easily set and update uniform variables in your shader.

This class is provided for convenience when implementing your own effects: it is not used by any of those provided with Kivy.

In addition to your base glsl string that must be provided as normal, the AdvancedEffectBase has an extra property uniforms, a dictionary of name-value pairs. Whenever a value is changed, the new value for the uniform variable is uploaded to the shader.

You must still manually declare your uniform variables at the top of your glsl string.

set_fbo_shader(*args)[source]

Sets the Fbo’s shader by splicing the glsl string into a full fragment shader.

The full shader is made up of shader_header + shader_uniforms + self.glsl + shader_footer_effect.

uniforms

A dictionary of uniform variable names and their values. These are automatically uploaded to the fbo shader if appropriate.

uniforms is a DictProperty and defaults to {}.

class kivy.uix.effectwidget.ChannelMixEffect(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

Mixes the color channels of the input according to the order property. Channels may be arbitrarily rearranged or repeated.

order

The new sorted order of the rgb channels.

order is a ListProperty and defaults to [1, 2, 0], corresponding to (g, b, r).

class kivy.uix.effectwidget.EffectBase(*args, **kwargs)[source]

Bases: kivy.event.EventDispatcher

The base class for GLSL effects. It simply returns its input.

See the module documentation for more details.

fbo

The fbo currently using this effect. The EffectBase automatically handles this.

fbo is an ObjectProperty and defaults to None.

glsl

The glsl string defining your effect function. See the module documentation for more details.

glsl is a StringProperty and defaults to a trivial effect that returns its input.

set_fbo_shader(*args)[source]

Sets the Fbo’s shader by splicing the glsl string into a full fragment shader.

The full shader is made up of shader_header + shader_uniforms + self.glsl + shader_footer_effect.

source

The (optional) filename from which to load the glsl string.

source is a StringProperty and defaults to ‘’.

class kivy.uix.effectwidget.EffectWidget(**kwargs)[source]

Bases: kivy.uix.relativelayout.RelativeLayout

Widget with the ability to apply a series of graphical effects to its children. See the module documentation for more information on setting effects and creating your own.

add_widget(*args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
background_color

This defines the background color to be used for the fbo in the EffectWidget.

background_color is a ListProperty defaults to (0, 0, 0, 0)

clear_widgets(*args, **kwargs)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

effects

List of all the effects to be applied. These should all be instances or subclasses of EffectBase.

effects is a ListProperty and defaults to [].

fbo_list

(internal) List of all the fbos that are being used to apply the effects.

fbo_list is a ListProperty and defaults to [].

refresh_fbo_setup(*args)[source]

(internal) Creates and assigns one Fbo per effect, and makes sure all sizes etc. are correct and consistent.

remove_widget(*args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
texture

The output texture of the final Fbo after all effects have been applied.

texture is an ObjectProperty and defaults to None.

class kivy.uix.effectwidget.FXAAEffect(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

Applies very simple anti-aliasing via fxaa.

class kivy.uix.effectwidget.HorizontalBlurEffect(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

Blurs the input horizontally, with the width given by size.

size

The blur width in pixels.

size is a NumericProperty and defaults to 4.0.

class kivy.uix.effectwidget.InvertEffect(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

Inverts the colors in the input.

class kivy.uix.effectwidget.MonochromeEffect(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

Returns its input colors in monochrome.

class kivy.uix.effectwidget.PixelateEffect(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

Pixelates the input according to its pixel_size

pixel_size

Sets the size of a new ‘pixel’ in the effect, in terms of number of ‘real’ pixels.

pixel_size is a NumericProperty and defaults to 10.

class kivy.uix.effectwidget.ScanlinesEffect(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

Adds scanlines to the input.

class kivy.uix.effectwidget.VerticalBlurEffect(*args, **kwargs)[source]

Bases: kivy.uix.effectwidget.EffectBase

Blurs the input vertically, with the width given by size.

size

The blur width in pixels.

size is a NumericProperty and defaults to 4.0.

FileChooser

The FileChooser module provides various classes for describing, displaying and browsing file systems.

Simple widgets

There are two ready-to-use widgets that provide views of the file system. Each of these present the files and folders in a different style.

The FileChooserListView displays file entries as text items in a vertical list, where folders can be collapsed and expanded.

_images/filechooser_list.png

The FileChooserIconView presents icons and text from left to right, wrapping them as required.

_images/filechooser_icon.png

They both provide for scrolling, selection and basic user interaction. Please refer to the FileChooserController for details on supported events and properties.

Widget composition

FileChooser classes adopt a MVC design. They are exposed so that you to extend and customize your file chooser according to your needs.

The FileChooser classes can be categorized as follows:

This means you can define your own views or provide FileSystemAbstract implementations for alternative file systems for use with these widgets. The FileChooser can be used as a controller for handling multiple, synchronized views of the same path. By combining these elements, you can add your own views and file systems and have them easily interact with the existing components.

Usage example

main.py

from kivy.app import App
from kivy.uix.floatlayout import FloatLayout
from kivy.factory import Factory
from kivy.properties import ObjectProperty
from kivy.uix.popup import Popup

import os


class LoadDialog(FloatLayout):
    load = ObjectProperty(None)
    cancel = ObjectProperty(None)


class SaveDialog(FloatLayout):
    save = ObjectProperty(None)
    text_input = ObjectProperty(None)
    cancel = ObjectProperty(None)


class Root(FloatLayout):
    loadfile = ObjectProperty(None)
    savefile = ObjectProperty(None)
    text_input = ObjectProperty(None)

    def dismiss_popup(self):
        self._popup.dismiss()

    def show_load(self):
        content = LoadDialog(load=self.load, cancel=self.dismiss_popup)
        self._popup = Popup(title="Load file", content=content,
                            size_hint=(0.9, 0.9))
        self._popup.open()

    def show_save(self):
        content = SaveDialog(save=self.save, cancel=self.dismiss_popup)
        self._popup = Popup(title="Save file", content=content,
                            size_hint=(0.9, 0.9))
        self._popup.open()

    def load(self, path, filename):
        with open(os.path.join(path, filename[0])) as stream:
            self.text_input.text = stream.read()

        self.dismiss_popup()

    def save(self, path, filename):
        with open(os.path.join(path, filename), 'w') as stream:
            stream.write(self.text_input.text)

        self.dismiss_popup()


class Editor(App):
    pass


Factory.register('Root', cls=Root)
Factory.register('LoadDialog', cls=LoadDialog)
Factory.register('SaveDialog', cls=SaveDialog)


if __name__ == '__main__':
    Editor().run()

editor.kv

#:kivy 1.1.0

Root:
    text_input: text_input

    BoxLayout:
        orientation: 'vertical'
        BoxLayout:
            size_hint_y: None
            height: 30
            Button:
                text: 'Load'
                on_release: root.show_load()
            Button:
                text: 'Save'
                on_release: root.show_save()

        BoxLayout:
            TextInput:
                id: text_input
                text: ''

            RstDocument:
                text: text_input.text
                show_errors: True

<LoadDialog>:
    BoxLayout:
        size: root.size
        pos: root.pos
        orientation: "vertical"
        FileChooserListView:
            id: filechooser

        BoxLayout:
            size_hint_y: None
            height: 30
            Button:
                text: "Cancel"
                on_release: root.cancel()

            Button:
                text: "Load"
                on_release: root.load(filechooser.path, filechooser.selection)

<SaveDialog>:
    text_input: text_input
    BoxLayout:
        size: root.size
        pos: root.pos
        orientation: "vertical"
        FileChooserListView:
            id: filechooser
            on_selection: text_input.text = self.selection and self.selection[0] or ''

        TextInput:
            id: text_input
            size_hint_y: None
            height: 30
            multiline: False

        BoxLayout:
            size_hint_y: None
            height: 30
            Button:
                text: "Cancel"
                on_release: root.cancel()

            Button:
                text: "Save"
                on_release: root.save(filechooser.path, text_input.text)

New in version 1.0.5.

Changed in version 1.2.0: In the chooser template, the controller is no longer a direct reference but a weak-reference. If you are upgrading, you should change the notation root.controller.xxx to root.controller().xxx.

class kivy.uix.filechooser.FileChooser(**kwargs)[source]

Bases: kivy.uix.filechooser.FileChooserController

Implementation of a FileChooserController which supports switching between multiple, synced layout views.

The FileChooser can be used as follows:

BoxLayout:
    orientation: 'vertical'

    BoxLayout:
        size_hint_y: None
        height: sp(52)

        Button:
            text: 'Icon View'
            on_press: fc.view_mode = 'icon'
        Button:
            text: 'List View'
            on_press: fc.view_mode = 'list'

    FileChooser:
        id: fc
        FileChooserIconLayout
        FileChooserListLayout

New in version 1.9.0.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
manager

Reference to the ScreenManager instance.

manager is an ObjectProperty.

view_list

List of views added to this FileChooser.

view_list is an AliasProperty of type list.

view_mode

Current layout view mode.

view_mode is an AliasProperty of type str.

class kivy.uix.filechooser.FileChooserController(**kwargs)[source]

Bases: kivy.uix.relativelayout.RelativeLayout

Base for implementing a FileChooser. Don’t use this class directly, but prefer using an implementation such as the FileChooser, FileChooserListView or FileChooserIconView.

Events:
on_entry_added: entry, parent

Fired when a root-level entry is added to the file list. If you return True from this event, the entry is not added to FileChooser.

on_entries_cleared

Fired when the the entries list is cleared, usually when the root is refreshed.

on_subentry_to_entry: entry, parent

Fired when a sub-entry is added to an existing entry or when entries are removed from an entry e.g. when a node is closed.

on_submit: selection, touch

Fired when a file has been selected with a double-tap.

cancel(*largs)[source]

Cancel any background action started by filechooser, such as loading a new directory.

New in version 1.2.0.

dirselect

Determines whether directories are valid selections or not.

dirselect is a BooleanProperty and defaults to False.

New in version 1.1.0.

entry_released(entry, touch)[source]

(internal) This method must be called by the template when an entry is touched by the user.

New in version 1.1.0.

entry_touched(entry, touch)[source]

(internal) This method must be called by the template when an entry is touched by the user.

file_encodings

Possible encodings for decoding a filename to unicode. In the case that the user has a non-ascii filename, undecodable without knowing its initial encoding, we have no other choice than to guess it.

Please note that if you encounter an issue because of a missing encoding here, we’ll be glad to add it to this list.

file_encodings is a ListProperty and defaults to [‘utf-8’, ‘latin1’, ‘cp1252’].

New in version 1.3.0.

Deprecated since version 1.8.0: This property is no longer used as the filechooser no longer decodes the file names.

file_system

The file system object used to access the file system. This should be a subclass of FileSystemAbstract.

file_system is an ObjectProperty and defaults to FileSystemLocal()

New in version 1.8.0.

files

The list of files in the directory specified by path after applying the filters.

files is a read-only ListProperty.

filter_dirs

Indicates whether filters should also apply to directories. filter_dirs is a BooleanProperty and defaults to False.

filters

filters specifies the filters to be applied to the files in the directory. filters is a ListProperty and defaults to []. This is equivalent to ‘*’ i.e. nothing is filtered.

The filters are not reset when the path changes. You need to do that yourself if desired.

There are two kinds of filters: patterns and callbacks.

  1. Patterns

    e.g. [’*.png’]. You can use the following patterns:

    Pattern

    Meaning

    *

    matches everything

    ?

    matches any single character

    [seq]

    matches any character in seq

    [!seq]

    matches any character not in seq

  2. Callbacks

    You can specify a function that will be called for each file. The callback will be passed the folder and file name as the first and second parameters respectively. It should return True to indicate a match and False otherwise.

Changed in version 1.4.0: Added the option to specify the filter as a callback.

font_name

Filename of the font to use in UI components. The path can be absolute or relative. Relative paths are resolved by the resource_find() function.

font_name is a StringProperty and defaults to ‘Roboto’. This value is taken from Config.

get_nice_size(fn)[source]

Pass the filepath. Returns the size in the best human readable format or ‘’ if it is a directory (Don’t recursively calculate size).

layout

Reference to the layout widget instance.

layout is an ObjectProperty.

New in version 1.9.0.

multiselect

Determines whether the user is able to select multiple files or not.

multiselect is a BooleanProperty and defaults to False.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

path

path is a StringProperty and defaults to the current working directory as a unicode string. It specifies the path on the filesystem that this controller should refer to.

Warning

If a unicode path is specified, all the files returned will be in unicode, allowing the display of unicode files and paths. If a bytes path is specified, only files and paths with ascii names will be displayed properly: non-ascii filenames will be displayed and listed with questions marks (?) instead of their unicode characters.

progress_cls

Class to use for displaying a progress indicator for filechooser loading.

progress_cls is an ObjectProperty and defaults to FileChooserProgress.

New in version 1.2.0.

Changed in version 1.8.0: If set to a string, the Factory will be used to resolve the class name.

rootpath

Root path to use instead of the system root path. If set, it will not show a “..” directory to go up to the root path. For example, if you set rootpath to /users/foo, the user will be unable to go to /users or to any other directory not starting with /users/foo.

rootpath is a StringProperty and defaults to None.

New in version 1.2.0.

Note

Similarly to path, whether rootpath is specified as bytes or a unicode string determines the type of the filenames and paths read.

selection

Contains the list of files that are currently selected.

selection is a read-only ListProperty and defaults to [].

show_hidden

Determines whether hidden files and folders should be shown.

show_hidden is a BooleanProperty and defaults to False.

sort_func

Provides a function to be called with a list of filenames as the first argument and the filesystem implementation as the second argument. It returns a list of filenames sorted for display in the view.

sort_func is an ObjectProperty and defaults to a function returning alphanumerically named folders first.

Changed in version 1.8.0: The signature needs now 2 arguments: first the list of files, second the filesystem class to use.

class kivy.uix.filechooser.FileChooserIconLayout(**kwargs)[source]

Bases: kivy.uix.filechooser.FileChooserLayout

File chooser layout using an icon view.

New in version 1.9.0.

class kivy.uix.filechooser.FileChooserIconView(**kwargs)[source]

Bases: kivy.uix.filechooser.FileChooserController

Implementation of a FileChooserController using an icon view.

New in version 1.9.0.

class kivy.uix.filechooser.FileChooserListLayout(**kwargs)[source]

Bases: kivy.uix.filechooser.FileChooserLayout

File chooser layout using a list view.

New in version 1.9.0.

class kivy.uix.filechooser.FileChooserListView(**kwargs)[source]

Bases: kivy.uix.filechooser.FileChooserController

Implementation of a FileChooserController using a list view.

New in version 1.9.0.

class kivy.uix.filechooser.FileChooserProgressBase(**kwargs)[source]

Bases: kivy.uix.floatlayout.FloatLayout

Base for implementing a progress view. This view is used when too many entries need to be created and are delayed over multiple frames.

New in version 1.2.0.

cancel(*largs)[source]

Cancel any action from the FileChooserController.

index

Current index of total entries to be loaded.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

path

Current path of the FileChooser, read-only.

total

Total number of entries to load.

class kivy.uix.filechooser.FileSystemAbstract[source]

Bases: builtins.object

Class for implementing a File System view that can be used with the FileChooser.

New in version 1.8.0.

getsize(fn)[source]

Return the size in bytes of a file

is_dir(fn)[source]

Return True if the argument passed to this method is a directory

is_hidden(fn)[source]

Return True if the file is hidden

listdir(fn)[source]

Return the list of files in the directory fn

class kivy.uix.filechooser.FileSystemLocal[source]

Bases: kivy.uix.filechooser.FileSystemAbstract

Implementation of FileSystemAbstract for local files.

New in version 1.8.0.

getsize(fn)[source]

Return the size in bytes of a file

is_dir(fn)[source]

Return True if the argument passed to this method is a directory

is_hidden(fn)[source]

Return True if the file is hidden

listdir(fn)[source]

Return the list of files in the directory fn

Float Layout

FloatLayout honors the pos_hint and the size_hint properties of its children.

_images/floatlayout.gif

For example, a FloatLayout with a size of (300, 300) is created:

layout = FloatLayout(size=(300, 300))

By default, all widgets have their size_hint=(1, 1), so this button will adopt the same size as the layout:

button = Button(text='Hello world')
layout.add_widget(button)

To create a button 50% of the width and 25% of the height of the layout and positioned at (20, 20), you can do:

button = Button(
    text='Hello world',
    size_hint=(.5, .25),
    pos=(20, 20))

If you want to create a button that will always be the size of layout minus 20% on each side:

button = Button(text='Hello world', size_hint=(.6, .6),
                pos_hint={'x':.2, 'y':.2})

Note

This layout can be used for an application. Most of the time, you will use the size of Window.

Warning

If you are not using pos_hint, you must handle the positioning of the children: if the float layout is moving, you must handle moving the children too.

class kivy.uix.floatlayout.FloatLayout(**kwargs)[source]

Bases: kivy.uix.layout.Layout

Float layout class. See module documentation for more information.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
do_layout(*largs, **kwargs)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)

Gesture Surface

New in version 1.9.0.

Warning

This is experimental and subject to change as long as this warning notice is present.

See kivy/examples/demo/multistroke/main.py for a complete application example.

class kivy.uix.gesturesurface.GestureContainer(touch, **kwargs)[source]

Bases: kivy.event.EventDispatcher

Container object that stores information about a gesture. It has various properties that are updated by GestureSurface as drawing progresses.

Arguments:
touch

Touch object (as received by on_touch_down) used to initialize the gesture container. Required.

Properties:
active

Set to False once the gesture is complete (meets max_stroke setting or GestureSurface.temporal_window)

active is a BooleanProperty

active_strokes

Number of strokes currently active in the gesture, ie concurrent touches associated with this gesture.

active_strokes is a NumericProperty

max_strokes

Max number of strokes allowed in the gesture. This is set by GestureSurface.max_strokes but can be overridden for example from on_gesture_start.

max_strokes is a NumericProperty

was_merged

Indicates that this gesture has been merged with another gesture and should be considered discarded.

was_merged is a BooleanProperty

bbox

Dictionary with keys minx, miny, maxx, maxy. Represents the size of the gesture bounding box.

bbox is a DictProperty

width

Represents the width of the gesture.

width is a NumericProperty

height

Represents the height of the gesture.

height is a NumericProperty

accept_stroke(count=1)[source]

Returns True if this container can accept count new strokes

add_stroke(touch, line)[source]

Associate a list of points with a touch.uid; the line itself is created by the caller, but subsequent move/up events look it up via us. This is done to avoid problems during merge.

complete_stroke()[source]

Called on touch up events to keep track of how many strokes are active in the gesture (we only want to dispatch event when the last stroke in the gesture is released)

get_vectors(**kwargs)[source]

Return strokes in a format that is acceptable for kivy.multistroke.Recognizer as a gesture candidate or template. The result is cached automatically; the cache is invalidated at the start and end of a stroke and if update_bbox is called. If you are going to analyze a gesture mid-stroke, you may need to set the no_cache argument to True.

handles(touch)[source]

Returns True if this container handles the given touch

single_points_test()[source]

Returns True if the gesture consists only of single-point strokes, we must discard it in this case, or an exception will be raised

update_bbox(touch)[source]

Update gesture bbox from a touch coordinate

class kivy.uix.gesturesurface.GestureSurface(**kwargs)[source]

Bases: kivy.uix.floatlayout.FloatLayout

Simple gesture surface to track/draw touch movements. Typically used to gather user input suitable for kivy.multistroke.Recognizer.

Properties:
temporal_window

Time to wait from the last touch_up event before attempting to recognize the gesture. If you set this to 0, the on_gesture_complete event is not fired unless the max_strokes condition is met.

temporal_window is a NumericProperty and defaults to 2.0

max_strokes

Max number of strokes in a single gesture; if this is reached, recognition will start immediately on the final touch_up event. If this is set to 0, the on_gesture_complete event is not fired unless the temporal_window expires.

max_strokes is a NumericProperty and defaults to 2.0

bbox_margin

Bounding box margin for detecting gesture collisions, in pixels.

bbox_margin is a NumericProperty and defaults to 30

draw_timeout

Number of seconds to keep lines/bbox on canvas after the on_gesture_complete event is fired. If this is set to 0, gestures are immediately removed from the surface when complete.

draw_timeout is a NumericProperty and defaults to 3.0

color

Color used to draw the gesture, in RGB. This option does not have an effect if use_random_color is True.

color is a ColorProperty and defaults to [1, 1, 1, 1] (white)

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

use_random_color

Set to True to pick a random color for each gesture, if you do this then color is ignored. Defaults to False.

use_random_color is a BooleanProperty and defaults to False

line_width

Line width used for tracing touches on the surface. Set to 0 if you only want to detect gestures without drawing anything. If you use 1.0, OpenGL GL_LINE is used for drawing; values > 1 will use an internal drawing method based on triangles (less efficient), see kivy.graphics.

line_width is a NumericProperty and defaults to 2

draw_bbox

Set to True if you want to draw bounding box behind gestures. This only works if line_width >= 1. Default is False.

draw_bbox is a BooleanProperty and defaults to True

bbox_alpha

Opacity for bounding box if draw_bbox is True. Default 0.1

bbox_alpha is a NumericProperty and defaults to 0.1

Events:
on_gesture_start GestureContainer

Fired when a new gesture is initiated on the surface, i.e. the first on_touch_down that does not collide with an existing gesture on the surface.

on_gesture_extend GestureContainer

Fired when a touch_down event occurs within an existing gesture.

on_gesture_merge GestureContainer, GestureContainer

Fired when two gestures collide and get merged to one gesture. The first argument is the gesture that has been merged (no longer valid); the second is the combined (resulting) gesture.

on_gesture_complete GestureContainer

Fired when a set of strokes is considered a complete gesture, this happens when temporal_window expires or max_strokes is reached. Typically you will bind to this event and use the provided GestureContainer get_vectors() method to match against your gesture database.

on_gesture_cleanup GestureContainer

Fired draw_timeout seconds after on_gesture_complete, The gesture will be removed from the canvas (if line_width > 0 or draw_bbox is True) and the internal gesture list before this.

on_gesture_discard GestureContainer

Fired when a gesture does not meet the minimum size requirements for recognition (width/height < 5, or consists only of single- point strokes).

find_colliding_gesture(touch)[source]

Checks if a touch x/y collides with the bounding box of an existing gesture. If so, return it (otherwise returns None)

get_gesture(touch)[source]

Returns GestureContainer associated with given touch

init_gesture(touch)[source]

Create a new gesture from touch, i.e. it’s the first on surface, or was not close enough to any existing gesture (yet)

merge_gestures(g, other)[source]

Merges two gestures together, the oldest one is retained and the newer one gets the GestureContainer.was_merged flag raised.

on_touch_down(touch)[source]

When a new touch is registered, the first thing we do is to test if it collides with the bounding box of another known gesture. If so, it is assumed to be part of that gesture.

on_touch_move(touch)[source]

When a touch moves, we add a point to the line on the canvas so the path is updated. We must also check if the new point collides with the bounding box of another gesture - if so, they should be merged.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

Grid Layout

_images/gridlayout.gif

New in version 1.0.4.

The GridLayout arranges children in a matrix. It takes the available space and divides it into columns and rows, then adds widgets to the resulting “cells”.

Changed in version 1.0.7: The implementation has changed to use the widget size_hint for calculating column/row sizes. uniform_width and uniform_height have been removed and other properties have added to give you more control.

Background

Unlike many other toolkits, you cannot explicitly place a widget in a specific column/row. Each child is automatically assigned a position determined by the layout configuration and the child’s index in the children list.

A GridLayout must always have at least one input constraint: GridLayout.cols or GridLayout.rows. If you do not specify cols or rows, the Layout will throw an exception.

Column Width and Row Height

The column width/row height are determined in 3 steps:

  • The initial size is given by the col_default_width and row_default_height properties. To customize the size of a single column or row, use cols_minimum or rows_minimum.

  • The size_hint_x/size_hint_y of the children are taken into account. If no widgets have a size hint, the maximum size is used for all children.

  • You can force the default size by setting the col_force_default or row_force_default property. This will force the layout to ignore the width and size_hint properties of children and use the default size.

Using a GridLayout

In the example below, all widgets will have an equal size. By default, the size_hint is (1, 1), so a Widget will take the full size of the parent:

layout = GridLayout(cols=2)
layout.add_widget(Button(text='Hello 1'))
layout.add_widget(Button(text='World 1'))
layout.add_widget(Button(text='Hello 2'))
layout.add_widget(Button(text='World 2'))
_images/gridlayout_1.jpg

Now, let’s fix the size of Hello buttons to 100px instead of using size_hint_x=1:

layout = GridLayout(cols=2)
layout.add_widget(Button(text='Hello 1', size_hint_x=None, width=100))
layout.add_widget(Button(text='World 1'))
layout.add_widget(Button(text='Hello 2', size_hint_x=None, width=100))
layout.add_widget(Button(text='World 2'))
_images/gridlayout_2.jpg

Next, let’s fix the row height to a specific size:

layout = GridLayout(cols=2, row_force_default=True, row_default_height=40)
layout.add_widget(Button(text='Hello 1', size_hint_x=None, width=100))
layout.add_widget(Button(text='World 1'))
layout.add_widget(Button(text='Hello 2', size_hint_x=None, width=100))
layout.add_widget(Button(text='World 2'))
_images/gridlayout_3.jpg
class kivy.uix.gridlayout.GridLayout(**kwargs)[source]

Bases: kivy.uix.layout.Layout

Grid layout class. See module documentation for more information.

col_default_width

Default minimum size to use for a column.

New in version 1.0.7.

col_default_width is a NumericProperty and defaults to 0.

col_force_default

If True, ignore the width and size_hint_x of the child and use the default column width.

New in version 1.0.7.

col_force_default is a BooleanProperty and defaults to False.

cols

Number of columns in the grid.

Changed in version 1.0.8: Changed from a NumericProperty to BoundedNumericProperty. You can no longer set this to a negative value.

cols is a NumericProperty and defaults to None.

cols_minimum

Dict of minimum width for each column. The dictionary keys are the column numbers, e.g. 0, 1, 2…

New in version 1.0.7.

cols_minimum is a DictProperty and defaults to {}.

do_layout(*largs)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

minimum_height

Automatically computed minimum height needed to contain all children.

New in version 1.0.8.

minimum_height is a NumericProperty and defaults to 0. It is read only.

minimum_size

Automatically computed minimum size needed to contain all children.

New in version 1.0.8.

minimum_size is a ReferenceListProperty of (minimum_width, minimum_height) properties. It is read only.

minimum_width

Automatically computed minimum width needed to contain all children.

New in version 1.0.8.

minimum_width is a NumericProperty and defaults to 0. It is read only.

orientation

Orientation of the layout.

orientation is an OptionProperty and defaults to ‘lr-tb’.

Valid orientations are ‘lr-tb’, ‘tb-lr’, ‘rl-tb’, ‘tb-rl’, ‘lr-bt’, ‘bt-lr’, ‘rl-bt’ and ‘bt-rl’.

New in version 2.0.0.

Note

‘lr’ means Left to Right. ‘rl’ means Right to Left. ‘tb’ means Top to Bottom. ‘bt’ means Bottom to Top.

padding

Padding between the layout box and its children: [padding_left, padding_top, padding_right, padding_bottom].

padding also accepts a two argument form [padding_horizontal, padding_vertical] and a one argument form [padding].

Changed in version 1.7.0: Replaced NumericProperty with VariableListProperty.

padding is a VariableListProperty and defaults to [0, 0, 0, 0].

row_default_height

Default minimum size to use for row.

New in version 1.0.7.

row_default_height is a NumericProperty and defaults to 0.

row_force_default

If True, ignore the height and size_hint_y of the child and use the default row height.

New in version 1.0.7.

row_force_default is a BooleanProperty and defaults to False.

rows

Number of rows in the grid.

Changed in version 1.0.8: Changed from a NumericProperty to a BoundedNumericProperty. You can no longer set this to a negative value.

rows is a NumericProperty and defaults to None.

rows_minimum

Dict of minimum height for each row. The dictionary keys are the row numbers, e.g. 0, 1, 2…

New in version 1.0.7.

rows_minimum is a DictProperty and defaults to {}.

spacing

Spacing between children: [spacing_horizontal, spacing_vertical].

spacing also accepts a one argument form [spacing].

spacing is a VariableListProperty and defaults to [0, 0].

exception kivy.uix.gridlayout.GridLayoutException[source]

Bases: Exception

Exception for errors if the grid layout manipulation fails.

Image

The Image widget is used to display an image:

Example in python:

wimg = Image(source='mylogo.png')

Kv Example:

Image:
    source: 'mylogo.png'
    size: self.texture_size
Asynchronous Loading

To load an image asynchronously (for example from an external webserver), use the AsyncImage subclass:

aimg = AsyncImage(source='http://mywebsite.com/logo.png')

This can be useful as it prevents your application from waiting until the image is loaded. If you want to display large images or retrieve them from URL’s, using AsyncImage will allow these resources to be retrieved on a background thread without blocking your application.

Alignment

By default, the image is centered inside the widget bounding box.

Adjustment

To control how the image should be adjusted to fit inside the widget box, you should use the fit_mode property. Available options include:

  • "scale-down": maintains aspect ratio without stretching.

  • "fill": stretches to fill widget, may cause distortion.

  • "contain": maintains aspect ratio and resizes to fit inside widget.

  • "cover": maintains aspect ratio and stretches to fill widget, may clip

image.

For more details, refer to the fit_mode.

You can also inherit from Image and create your own style. For example, if you want your image to be greater than the size of your widget, you could do:

class FullImage(Image):
    pass

And in your kivy language file:

<-FullImage>:
    canvas:
        Color:
            rgb: (1, 1, 1)
        Rectangle:
            texture: self.texture
            size: self.width + 20, self.height + 20
            pos: self.x - 10, self.y - 10
class kivy.uix.image.AsyncImage(**kwargs)[source]

Bases: kivy.uix.image.Image

Asynchronous Image class. See the module documentation for more information.

Note

The AsyncImage is a specialized form of the Image class. You may want to refer to the loader documentation and in particular, the ProxyImage for more detail on how to handle events around asynchronous image loading.

Note

AsyncImage currently does not support properties anim_loop and mipmap and setting those properties will have no effect.

remove_from_cache()[source]

Remove image from cache.

New in version 2.0.0.

class kivy.uix.image.Image(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Image class, see module documentation for more information.

allow_stretch

If True, the normalized image size will be maximized to fit in the image box. Otherwise, if the box is too tall, the image will not be stretched more than 1:1 pixels.

New in version 1.0.7.

Deprecated since version 2.2.0: allow_stretch have been deprecated. Please use fit_mode instead.

allow_stretch is a BooleanProperty and defaults to False.

anim_delay

Delay the animation if the image is sequenced (like an animated gif). If anim_delay is set to -1, the animation will be stopped.

New in version 1.0.8.

anim_delay is a NumericProperty and defaults to 0.25 (4 FPS).

anim_loop

Number of loops to play then stop animating. 0 means keep animating.

New in version 1.9.0.

anim_loop is a NumericProperty and defaults to 0.

color

Image color, in the format (r, g, b, a). This attribute can be used to ‘tint’ an image. Be careful: if the source image is not gray/white, the color will not really work as expected.

New in version 1.0.6.

color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

fit_mode

If the size of the image is different than the size of the widget, determine how the image should be resized to fit inside the widget box.

Available options:

  • "scale-down": the image will be scaled down to fit inside the widget

box, maintaining its aspect ratio and without stretching. If the size of the image is smaller than the widget, it will be displayed at its original size. If the image has a different aspect ratio than the widget, there will be blank areas on the widget box.

  • "fill": the image is stretched to fill the widget, **regardless of

its aspect ratio or dimensions**. If the image has a different aspect ratio than the widget, this option can lead to distortion of the image.

  • "contain": the image is resized to fit inside the widget box,

maintaining its aspect ratio. If the image size is larger than the widget size, the behavior will be similar to "scale-down". However, if the size of the image size is smaller than the widget size, unlike "scale-down, the image will be resized to fit inside the widget. If the image has a different aspect ratio than the widget, there will be blank areas on the widget box.

  • "cover": the image will be stretched horizontally or vertically to

fill the widget box, maintaining its aspect ratio. If the image has a different aspect ratio than the widget, then the image will be clipped to fit.

fit_mode is a OptionProperty and defaults to "scale-down".

image_ratio

Ratio of the image (width / float(height).

image_ratio is an AliasProperty and is read-only.

keep_data

If True, the underlying _coreimage will store the raw image data. This is useful when performing pixel based collision detection.

New in version 1.3.0.

keep_data is a BooleanProperty and defaults to False.

keep_ratio

If False along with allow_stretch being True, the normalized image size will be maximized to fit in the image box and ignores the aspect ratio of the image. Otherwise, if the box is too tall, the image will not be stretched more than 1:1 pixels.

New in version 1.0.8.

Deprecated since version 2.2.0: keep_ratio have been deprecated. Please use fit_mode instead.

keep_ratio is a BooleanProperty and defaults to True.

mipmap

Indicate if you want OpenGL mipmapping to be applied to the texture. Read Mipmapping for more information.

New in version 1.0.7.

mipmap is a BooleanProperty and defaults to False.

nocache

If this property is set True, the image will not be added to the internal cache. The cache will simply ignore any calls trying to append the core image.

New in version 1.6.0.

nocache is a BooleanProperty and defaults to False.

norm_image_size

Normalized image size within the widget box.

This size will always fit the widget size and will preserve the image ratio.

norm_image_size is an AliasProperty and is read-only.

reload()[source]

Reload image from disk. This facilitates re-loading of images from disk in case the image content changes.

New in version 1.3.0.

Usage:

im = Image(source = '1.jpg')
# -- do something --
im.reload()
# image will be re-loaded from disk
remove_from_cache()[source]

Remove image from cache.

New in version 2.0.0.

source

Filename / source of your image.

source is a StringProperty and defaults to None.

texture

Texture object of the image. The texture represents the original, loaded image texture. It is stretched and positioned during rendering according to the fit_mode property.

Depending of the texture creation, the value will be a Texture or a TextureRegion object.

texture is an ObjectProperty and defaults to None.

texture_size

Texture size of the image. This represents the original, loaded image texture size.

Warning

The texture size is set after the texture property. So if you listen to the change on texture, the property texture_size will not be up-to-date. Use self.texture.size instead.

Label

_images/label.png

The Label widget is for rendering text:

# hello world text
l = Label(text='Hello world')

# unicode text; can only display glyphs that are available in the font
l = Label(text='Hello world ' + chr(2764))

# multiline text
l = Label(text='Multi\nLine')

# size
l = Label(text='Hello world', font_size='20sp')
Sizing and text content

By default, the size of Label is not affected by text content and the text is not affected by the size. In order to control sizing, you must specify text_size to constrain the text and/or bind size to texture_size to grow with the text.

For example, this label’s size will be set to the text content (plus padding):

Label:
    size: self.texture_size

This label’s text will wrap at the specified width and be clipped to the height:

Label:
    text_size: cm(6), cm(4)

Note

The shorten and max_lines attributes control how overflowing text behaves.

Combine these concepts to create a Label that can grow vertically but wraps the text at a certain width:

Label:
    text_size: root.width, None
    size: self.texture_size

How to have a custom background color in the label:

# Define your background color Template
<BackgroundColor@Widget>
    background_color: 1, 1, 1, 1
    canvas.before:
        Color:
            rgba: root.background_color
        Rectangle:
            size: self.size
            pos: self.pos
# Now you can simply Mix the `BackgroundColor` class with almost
# any other widget... to give it a background.
<BackgroundLabel@Label+BackgroundColor>
    background_color: 0, 0, 0, 0
    # Default the background color for this label
    # to r 0, g 0, b 0, a 0
# Use the BackgroundLabel any where in your kv code like below
BackgroundLabel
    text: 'Hello'
    background_color: 1, 0, 0, 1
Text alignment and wrapping

The Label has halign and valign properties to control the alignment of its text. However, by default the text image (texture) is only just large enough to contain the characters and is positioned in the center of the Label. The valign property will have no effect and halign will only have an effect if your text has newlines; a single line of text will appear to be centered even though halign is set to left (by default).

In order for the alignment properties to take effect, set the text_size, which specifies the size of the bounding box within which text is aligned. For instance, the following code binds this size to the size of the Label, so text will be aligned within the widget bounds. This will also automatically wrap the text of the Label to remain within this area.

Label:
    text_size: self.size
    halign: 'right'
    valign: 'middle'
Markup text

New in version 1.1.0.

You can change the style of the text using Text Markup. The syntax is similar to the bbcode syntax but only the inline styling is allowed:

# hello world with world in bold
l = Label(text='Hello [b]World[/b]', markup=True)

# hello in red, world in blue
l = Label(text='[color=ff3333]Hello[/color][color=3333ff]World[/color]',
    markup = True)

If you need to escape the markup from the current text, use kivy.utils.escape_markup():

text = 'This is an important message [1]'
l = Label(text='[b]' + escape_markup(text) + '[/b]', markup=True)

The following tags are available:

[b][/b]

Activate bold text

[i][/i]

Activate italic text

[u][/u]

Underlined text

[s][/s]

Strikethrough text

[font=<str>][/font]

Change the font (note: this refers to a TTF file or registered alias)

[font_context=<str>][/font_context]

Change context for the font, use string value “none” for isolated context (this is equivalent to None; if you created a font context named ‘none’, it cannot be referred to using markup)

[font_family=<str>][/font_family]

Font family to request for drawing. This is only valid when using a font context, see kivy.uix.label.Label for details.

[font_features=<str>][/font_features]

OpenType font features, in CSS format, this is passed straight through to Pango. The effects of requesting a feature depends on loaded fonts, library versions, etc. Pango only, requires v1.38 or later.

[size=<integer>][/size]

Change the font size

[color=#<color>][/color]

Change the text color

[ref=<str>][/ref]

Add an interactive zone. The reference + bounding box inside the reference will be available in Label.refs

[anchor=<str>]

Put an anchor in the text. You can get the position of your anchor within the text with Label.anchors

[sub][/sub]

Display the text at a subscript position relative to the text before it.

[sup][/sup]

Display the text at a superscript position relative to the text before it.

[text_language=<str>][/text_language]

Language of the text, this is an RFC-3066 format language tag (as string), for example “en_US”, “zh_CN”, “fr” or “ja”. This can impact font selection and metrics. Use the string “None” to revert to locale detection. Pango only.

If you want to render the markup text with a [ or ] or & character, you need to escape them. We created a simple syntax:

[   -> &bl;
]   -> &br;
&   -> &amp;

Then you can write:

"[size=24]Hello &bl;World&br;[/size]"
Interactive zone in text

New in version 1.1.0.

You can now have definable “links” using text markup. The idea is to be able to detect when the user clicks on part of the text and to react. The tag [ref=xxx] is used for that.

In this example, we are creating a reference on the word “World”. When this word is clicked, the function print_it will be called with the name of the reference:

def print_it(instance, value):
    print('User clicked on', value)
widget = Label(text='Hello [ref=world]World[/ref]', markup=True)
widget.bind(on_ref_press=print_it)

For prettier rendering, you could add a color for the reference. Replace the text= in the previous example with:

'Hello [ref=world][color=0000ff]World[/color][/ref]'
Catering for Unicode languages

The font kivy uses does not contain all the characters required for displaying all languages. When you use the built-in widgets, this results in a block being drawn where you expect a character.

If you want to display such characters, you can chose a font that supports them and deploy it universally via kv:

<Label>:
    font_name: '/<path>/<to>/<font>'

Note that this needs to be done before your widgets are loaded as kv rules are only applied at load time.

Usage example

The following example marks the anchors and references contained in a label:

from kivy.app import App
from kivy.uix.label import Label
from kivy.clock import Clock
from kivy.graphics import Color, Rectangle


class TestApp(App):

    @staticmethod
    def get_x(label, ref_x):
        """ Return the x value of the ref/anchor relative to the canvas """
        return label.center_x - label.texture_size[0] * 0.5 + ref_x

    @staticmethod
    def get_y(label, ref_y):
        """ Return the y value of the ref/anchor relative to the canvas """
        # Note the inversion of direction, as y values start at the top of
        # the texture and increase downwards
        return label.center_y + label.texture_size[1] * 0.5 - ref_y

    def show_marks(self, label):

        # Indicate the position of the anchors with a red top marker
        for name, anc in label.anchors.items():
            with label.canvas:
                Color(1, 0, 0)
                Rectangle(pos=(self.get_x(label, anc[0]),
                               self.get_y(label, anc[1])),
                          size=(3, 3))

        # Draw a green surround around the refs. Note the sizes y inversion
        for name, boxes in label.refs.items():
            for box in boxes:
                with label.canvas:
                    Color(0, 1, 0, 0.25)
                    Rectangle(pos=(self.get_x(label, box[0]),
                                   self.get_y(label, box[1])),
                              size=(box[2] - box[0],
                                    box[1] - box[3]))

    def build(self):
        label = Label(
            text='[anchor=a]a\nChars [anchor=b]b\n[ref=myref]ref[/ref]',
            markup=True)
        Clock.schedule_once(lambda dt: self.show_marks(label), 1)
        return label

TestApp().run()
class kivy.uix.label.Label(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Label class, see module documentation for more information.

Events:
on_ref_press

Fired when the user clicks on a word referenced with a [ref] tag in a text markup.

anchors

New in version 1.1.0.

Position of all the [anchor=xxx] markup in the text. These coordinates are relative to the top left corner of the text, with the y value increasing downwards. Anchors names should be unique and only the first occurrence of any duplicate anchors will be recorded.

You can place anchors in your markup text as follows:

text = """
    [anchor=title1][size=24]This is my Big title.[/size]
    [anchor=content]Hello world
"""

Then, all the [anchor=] references will be removed and you’ll get all the anchor positions in this property (only after rendering):

>>> widget = Label(text=text, markup=True)
>>> widget.texture_update()
>>> widget.anchors
{"content": (20, 32), "title1": (20, 16)}

Note

This works only with markup text. You need markup set to True.

base_direction

Base direction of text, this impacts horizontal alignment when halign is auto (the default). Available options are: None, “ltr” (left to right), “rtl” (right to left) plus “weak_ltr” and “weak_rtl”.

Note

This feature requires the Pango text provider.

Note

Weak modes are currently not implemented in Kivy text layout, and have the same effect as setting strong mode.

New in version 1.11.0.

base_direction is an OptionProperty and defaults to None (autodetect RTL if possible, otherwise LTR).

bold

Indicates use of the bold version of your font.

Note

Depending of your font, the bold attribute may have no impact on your text rendering.

bold is a BooleanProperty and defaults to False.

color

Text color, in the format (r, g, b, a).

color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

disabled_color

The color of the text when the widget is disabled, in the (r, g, b, a) format.

New in version 1.8.0.

disabled_color is a ColorProperty and defaults to [1, 1, 1, .3].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

disabled_outline_color

The color of the text outline when the widget is disabled, in the (r, g, b) format.

Note

This feature requires the SDL2 text provider.

New in version 1.10.0.

disabled_outline_color is a ColorProperty and defaults to [0, 0, 0].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty. Alpha component is ignored and assigning value to it has no effect.

ellipsis_options

Font options for the ellipsis string(’…’) used to split the text.

Accepts a dict as option name with the value. Only applied when markup is true and text is shortened. All font options which work for Label will work for ellipsis_options. Defaults for the options not specified are taken from the surronding text.

Label:
    text: 'Some very long line which will be cut'
    markup: True
    shorten: True
    ellipsis_options: {'color':(1,0.5,0.5,1),'underline':True}

New in version 2.0.0.

ellipsis_options is a DictProperty and defaults to {} (the empty dict).

font_blended

Whether blended or solid font rendering should be used.

Note

This feature requires the SDL2 text provider.

New in version 1.10.0.

font_blended is a BooleanProperty and defaults to True.

font_context

Font context. None means the font is used in isolation, so you are guaranteed to be drawing with the TTF file resolved by font_name. Specifying a value here will load the font file into a named context, enabling fallback between all fonts in the same context. If a font context is set, you are not guaranteed that rendering will actually use the specified TTF file for all glyphs (Pango will pick the one it thinks is best).

If Kivy is linked against a system-wide installation of FontConfig, you can load the system fonts by specifying a font context starting with the special string system://. This will load the system fontconfig configuration, and add your application-specific fonts on top of it (this imposes a significant risk of family name collision, Pango may not use your custom font file, but pick one from the system)

Note

This feature requires the Pango text provider.

New in version 1.11.0.

font_context is a StringProperty and defaults to None.

font_direction

Direction for the specific font, can be one of ltr, rtl, ttb,`btt`.

font_direction currently only works with SDL2 ttf providers.

New in version 2.2.0.

font_direction is a OptionProperty and defults to ‘ltr’.

font_family

Font family, this is only applicable when using font_context option. The specified font family will be requested, but note that it may not be available, or there could be multiple fonts registered with the same family. The value can be a family name (string) available in the font context (for example a system font in a system:// context, or a custom font file added using kivy.core.text.FontContextManager). If set to None, font selection is controlled by the font_name setting.

Note

If using font_name to reference a custom font file, you should leave this as None. The family name is managed automatically in this case.

Note

This feature requires the Pango text provider.

New in version 1.11.0.

font_family is a StringProperty and defaults to None.

font_features

OpenType font features, in CSS format, this is passed straight through to Pango. The effects of requesting a feature depends on loaded fonts, library versions, etc. For a complete list of features, see:

https://en.wikipedia.org/wiki/List_of_typographic_features

Note

This feature requires the Pango text provider, and Pango library v1.38 or later.

New in version 1.11.0.

font_features is a StringProperty and defaults to an empty string.

font_hinting

What hinting option to use for font rendering. Can be one of ‘normal’, ‘light’, ‘mono’ or None.

Note

This feature requires SDL2 or Pango text provider.

New in version 1.10.0.

font_hinting is an OptionProperty and defaults to ‘normal’.

font_kerning

Whether kerning is enabled for font rendering. You should normally only disable this if rendering is broken with a particular font file.

Note

This feature requires the SDL2 text provider.

New in version 1.10.0.

font_kerning is a BooleanProperty and defaults to True.

font_name

Filename of the font to use. The path can be absolute or relative. Relative paths are resolved by the resource_find() function.

Warning

Depending of your text provider, the font file can be ignored. However, you can mostly use this without problems.

If the font used lacks the glyphs for the particular language/symbols you are using, you will see ‘[]’ blank box characters instead of the actual glyphs. The solution is to use a font that has the glyphs you need to display. For example, to display unicodechar, use a font such as freesans.ttf that has the glyph.

font_name is a StringProperty and defaults to ‘Roboto’. This value is taken from Config.

font_script_name

script_code from https://bit.ly/TypeScriptCodes .

New in version 2.2.0.

Warning

font_script_name is only currently supported in SDL2 ttf providers.

font_script_name is a OptionProperty and defaults to ‘Latn’.

font_size

Font size of the text, in pixels.

font_size is a NumericProperty and defaults to 15sp.

halign

Horizontal alignment of the text.

halign is an OptionProperty and defaults to ‘auto’. Available options are : auto, left, center, right and justify. Auto will attempt to autodetect horizontal alignment for RTL text (Pango only), otherwise it behaves like left.

Warning

This doesn’t change the position of the text texture of the Label (centered), only the position of the text in this texture. You probably want to bind the size of the Label to the texture_size or set a text_size.

Changed in version 1.10.1: Added auto option

Changed in version 1.6.0: A new option was added to halign, namely justify.

is_shortened

This property indicates if text was rendered with or without shortening when shorten is True.

New in version 1.10.0.

is_shortened is a BooleanProperty and defaults to False.

italic

Indicates use of the italic version of your font.

Note

Depending of your font, the italic attribute may have no impact on your text rendering.

italic is a BooleanProperty and defaults to False.

line_height

Line Height for the text. e.g. line_height = 2 will cause the spacing between lines to be twice the size.

line_height is a NumericProperty and defaults to 1.0.

New in version 1.5.0.

markup

New in version 1.1.0.

If True, the text will be rendered using the MarkupLabel: you can change the style of the text using tags. Check the Text Markup documentation for more information.

markup is a BooleanProperty and defaults to False.

max_lines

Maximum number of lines to use, defaults to 0, which means unlimited. Please note that shorten take over this property. (with shorten, the text is always one line.)

New in version 1.8.0.

max_lines is a NumericProperty and defaults to 0.

mipmap

Indicates whether OpenGL mipmapping is applied to the texture or not. Read Mipmapping for more information.

New in version 1.0.7.

mipmap is a BooleanProperty and defaults to False.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

outline_color

The color of the text outline, in the (r, g, b) format.

Note

This feature requires the SDL2 text provider.

New in version 1.10.0.

outline_color is a ColorProperty and defaults to [0, 0, 0, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty. Alpha component is ignored and assigning value to it has no effect.

outline_width

Width in pixels for the outline around the text. No outline will be rendered if the value is None.

Note

This feature requires the SDL2 text provider.

New in version 1.10.0.

outline_width is a NumericProperty and defaults to None.

padding

Padding of the text in the format [padding_left, padding_top, padding_right, padding_bottom]

padding also accepts a two argument form [padding_horizontal, padding_vertical] and a one argument form [padding].

Changed in version 2.2.0: Replaced ReferenceListProperty with VariableListProperty.

padding is a VariableListProperty and defaults to [0, 0, 0, 0].

padding_x

Horizontal padding of the text inside the widget box.

padding_x is a NumericProperty and defaults to 0.

Changed in version 1.9.0: padding_x has been fixed to work as expected. In the past, the text was padded by the negative of its values.

Deprecated since version 2.2.0: Please use padding instead.

padding_y

Vertical padding of the text inside the widget box.

padding_y is a NumericProperty and defaults to 0.

Changed in version 1.9.0: padding_y has been fixed to work as expected. In the past, the text was padded by the negative of its values.

Deprecated since version 2.2.0: Please use padding instead.

refs

New in version 1.1.0.

List of [ref=xxx] markup items in the text with the bounding box of all the words contained in a ref, available only after rendering.

For example, if you wrote:

Check out my [ref=hello]link[/ref]

The refs will be set with:

{'hello': ((64, 0, 78, 16), )}

The references marked “hello” have a bounding box at (x1, y1, x2, y2). These coordinates are relative to the top left corner of the text, with the y value increasing downwards. You can define multiple refs with the same name: each occurrence will be added as another (x1, y1, x2, y2) tuple to this list.

The current Label implementation uses these references if they exist in your markup text, automatically doing the collision with the touch and dispatching an on_ref_press event.

You can bind a ref event like this:

def print_it(instance, value):
    print('User click on', value)
widget = Label(text='Hello [ref=world]World[/ref]', markup=True)
widget.bind(on_ref_press=print_it)

Note

This works only with markup text. You need markup set to True.

shorten

Indicates whether the label should attempt to shorten its textual contents as much as possible if a text_size is given. Setting this to True without an appropriately set text_size will lead to unexpected results.

shorten_from and split_str control the direction from which the text is split, as well as where in the text we are allowed to split.

shorten is a BooleanProperty and defaults to False.

shorten_from

The side from which we should shorten the text from, can be left, right, or center.

For example, if left, the ellipsis will appear towards the left side and we will display as much text starting from the right as possible. Similar to shorten, this option only applies when text_size [0] is not None, In this case, the string is shortened to fit within the specified width.

New in version 1.9.0.

shorten_from is a OptionProperty and defaults to center.

split_str

The string used to split the text while shortening the string when shorten is True.

For example, if it’s a space, the string will be broken into words and as many whole words that can fit into a single line will be displayed. If split_str is the empty string, ‘’, we split on every character fitting as much text as possible into the line.

New in version 1.9.0.

split_str is a StringProperty and defaults to ‘’ (the empty string).

strikethrough

Adds a strikethrough line to the text.

Note

This feature requires the SDL2 text provider.

New in version 1.10.0.

strikethrough is a BooleanProperty and defaults to False.

strip

Whether leading and trailing spaces and newlines should be stripped from each displayed line. If True, every line will start at the right or left edge, depending on halign. If halign is justify it is implicitly True.

New in version 1.9.0.

strip is a BooleanProperty and defaults to False.

text

Text of the label.

Creation of a simple hello world:

widget = Label(text='Hello world')

text is a StringProperty and defaults to ‘’.

text_language

Language of the text, if None Pango will determine it from locale. This is an RFC-3066 format language tag (as a string), for example “en_US”, “zh_CN”, “fr” or “ja”. This can impact font selection, metrics and rendering. For example, the same bytes of text can look different for ur and ar languages, though both use Arabic script.

Note

This feature requires the Pango text provider.

New in version 1.11.0.

text_language is a StringProperty and defaults to None.

text_size

By default, the label is not constrained to any bounding box. You can set the size constraint of the label with this property. The text will autoflow into the constraints. So although the font size will not be reduced, the text will be arranged to fit into the box as best as possible, with any text still outside the box clipped.

This sets and clips texture_size to text_size if not None.

New in version 1.0.4.

For example, whatever your current widget size is, if you want the label to be created in a box with width=200 and unlimited height:

Label(text='Very big big line', text_size=(200, None))

Note

This text_size property is the same as the usersize property in the Label class. (It is named size= in the constructor.)

text_size is a ListProperty and defaults to (None, None), meaning no size restriction by default.

texture

Texture object of the text. The text is rendered automatically when a property changes. The OpenGL texture created in this operation is stored in this property. You can use this texture for any graphics elements.

Depending on the texture creation, the value will be a Texture or TextureRegion object.

Warning

The texture update is scheduled for the next frame. If you need the texture immediately after changing a property, you have to call the texture_update() method before accessing texture:

l = Label(text='Hello world')
# l.texture is good
l.font_size = '50sp'
# l.texture is not updated yet
l.texture_update()
# l.texture is good now.

texture is an ObjectProperty and defaults to None.

texture_size

Texture size of the text. The size is determined by the font size and text. If text_size is [None, None], the texture will be the size required to fit the text, otherwise it’s clipped to fit text_size.

When text_size is [None, None], one can bind to texture_size and rescale it proportionally to fit the size of the label in order to make the text fit maximally in the label.

Warning

The texture_size is set after the texture property. If you listen for changes to texture, texture_size will not be up-to-date in your callback. Bind to texture_size instead.

texture_update(*largs)[source]

Force texture recreation with the current Label properties.

After this function call, the texture and texture_size will be updated in this order.

underline

Adds an underline to the text.

Note

This feature requires the SDL2 text provider.

New in version 1.10.0.

underline is a BooleanProperty and defaults to False.

unicode_errors

How to handle unicode decode errors. Can be ‘strict’, ‘replace’ or ‘ignore’.

New in version 1.9.0.

unicode_errors is an OptionProperty and defaults to ‘replace’.

valign

Vertical alignment of the text.

valign is an OptionProperty and defaults to ‘bottom’. Available options are : ‘bottom’, ‘middle’ (or ‘center’) and ‘top’.

Changed in version 1.10.0: The ‘center’ option has been added as an alias of ‘middle’.

Warning

This doesn’t change the position of the text texture of the Label (centered), only the position of the text within this texture. You probably want to bind the size of the Label to the texture_size or set a text_size to change this behavior.

Layout

Layouts are used to calculate and assign widget positions.

The Layout class itself cannot be used directly. You should use one of the following layout classes:

Understanding the size_hint Property in Widget

The size_hint is a tuple of values used by layouts to manage the sizes of their children. It indicates the size relative to the layout’s size instead of an absolute size (in pixels/points/cm/etc). The format is:

widget.size_hint = (width_proportion, height_proportion)

The proportions are specified as floating point numbers in the range 0-1. For example, 0.5 represents 50%, 1 represents 100%.

If you want a widget’s width to be half of the parent’s width and the height to be identical to the parent’s height, you would do:

widget.size_hint = (0.5, 1.0)

If you don’t want to use a size_hint for either the width or height, set the value to None. For example, to make a widget that is 250px wide and 30% of the parent’s height, do:

widget.size_hint = (None, 0.3)
widget.width = 250

Being Kivy properties, these can also be set via constructor arguments:

widget = Widget(size_hint=(None, 0.3), width=250)

Changed in version 1.4.1: The reposition_child internal method (made public by mistake) has been removed.

class kivy.uix.layout.Layout(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Layout interface class, used to implement every layout. See module documentation for more information.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
do_layout(*largs)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

layout_hint_with_bounds(sh_sum, available_space, min_bounded_size, sh_min_vals, sh_max_vals, hint)[source]

(internal) Computes the appropriate (size) hint for all the widgets given (potential) min or max bounds on the widgets’ size. The hint list is updated with appropriate sizes.

It walks through the hints and for any widgets whose hint will result in violating min or max constraints, it fixes the hint. Any remaining or missing space after all the widgets are fixed get distributed to the widgets making them smaller or larger according to their size hint.

This algorithms knows nothing about the widgets other than what is passed through the input params, so it’s fairly generic for laying things out according to constraints using size hints.

Parameters:
sh_sum: float

The sum of the size hints (basically sum(size_hint)).

available_space: float

The amount of pixels available for all the widgets whose size hint is not None. Cannot be zero.

min_bounded_size: float

The minimum amount of space required according to the size_hint_min of the widgets (basically sum(size_hint_min)).

sh_min_vals: list or iterable

Items in the iterable are the size_hint_min for each widget. Can be None. The length should be the same as hint

sh_max_vals: list or iterable

Items in the iterable are the size_hint_max for each widget. Can be None. The length should be the same as hint

hint: list

A list whose size is the same as the length of sh_min_vals and sh_min_vals whose each element is the corresponding size hint value of that element. This list is updated in place with correct size hints that ensure the constraints are not violated.

Returns:

Nothing. hint is updated in place.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)

ModalView

New in version 1.4.0.

The ModalView widget is used to create modal views. By default, the view will cover the whole “main” window.

Remember that the default size of a Widget is size_hint=(1, 1). If you don’t want your view to be fullscreen, either use size hints with values lower than 1 (for instance size_hint=(.8, .8)) or deactivate the size_hint and use fixed size attributes.

Examples

Example of a simple 400x400 Hello world view:

view = ModalView(size_hint=(None, None), size=(400, 400))
view.add_widget(Label(text='Hello world'))

By default, any click outside the view will dismiss it. If you don’t want that, you can set ModalView.auto_dismiss to False:

view = ModalView(auto_dismiss=False)
view.add_widget(Label(text='Hello world'))
view.open()

To manually dismiss/close the view, use the ModalView.dismiss() method of the ModalView instance:

view.dismiss()

Both ModalView.open() and ModalView.dismiss() are bind-able. That means you can directly bind the function to an action, e.g. to a button’s on_press

# create content and add it to the view
content = Button(text='Close me!')
view = ModalView(auto_dismiss=False)
view.add_widget(content)

# bind the on_press event of the button to the dismiss function
content.bind(on_press=view.dismiss)

# open the view
view.open()
ModalView Events

There are four events available: on_pre_open and on_open which are raised when the view is opening; on_pre_dismiss and on_dismiss which are raised when the view is closed.

For on_dismiss, you can prevent the view from closing by explicitly returning True from your callback:

def my_callback(instance):
    print('ModalView', instance, 'is being dismissed, but is prevented!')
    return True
view = ModalView()
view.add_widget(Label(text='Hello world'))
view.bind(on_dismiss=my_callback)
view.open()

Changed in version 1.5.0: The ModalView can be closed by hitting the escape key on the keyboard if the ModalView.auto_dismiss property is True (the default).

class kivy.uix.modalview.ModalView(**kwargs)[source]

Bases: kivy.uix.anchorlayout.AnchorLayout

ModalView class. See module documentation for more information.

Events:
on_pre_open:

Fired before the ModalView is opened. When this event is fired ModalView is not yet added to window.

on_open:

Fired when the ModalView is opened.

on_pre_dismiss:

Fired before the ModalView is closed.

on_dismiss:

Fired when the ModalView is closed. If the callback returns True, the dismiss will be canceled.

Changed in version 1.11.0: Added events on_pre_open and on_pre_dismiss.

Changed in version 2.0.0: Added property ‘overlay_color’.

Changed in version 2.1.0: Marked attach_to property as deprecated.

attach_to

If a widget is set on attach_to, the view will attach to the nearest parent window of the widget. If none is found, it will attach to the main/global Window.

attach_to is an ObjectProperty and defaults to None.

auto_dismiss

This property determines if the view is automatically dismissed when the user clicks outside it.

auto_dismiss is a BooleanProperty and defaults to True.

background

Background image of the view used for the view background.

background is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/modalview-background’.

background_color

Background color, in the format (r, g, b, a).

This acts as a multiplier to the texture colour. The default texture is grey, so just setting the background color will give a darker result. To set a plain color, set the background_normal to ''.

The background_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed behavior to affect the background of the widget itself, not the overlay dimming. Changed from ListProperty to ColorProperty.

border

Border used for BorderImage graphics instruction. Used for the background_normal and the background_down properties. Can be used when using custom backgrounds.

It must be a list of four values: (bottom, right, top, left). Read the BorderImage instructions for more information about how to use it.

border is a ListProperty and defaults to (16, 16, 16, 16).

dismiss(*_args, **kwargs)[source]

Close the view if it is open.

If you really want to close the view, whatever the on_dismiss event returns, you can use the force keyword argument:

view = ModalView()
view.dismiss(force=True)

When the view is dismissed, it will be faded out before being removed from the parent. If you don’t want this animation, use:

view.dismiss(animation=False)
on__anim_alpha(_instance, value)[source]

animation progress callback.

on_dismiss()[source]

default dismiss event handler.

on_motion(etype, me)[source]

Called when a motion event is received.

Parameters:
etype: str

Event type, one of “begin”, “update” or “end”

me: MotionEvent

Received motion event

Returns:

bool True to stop event dispatching

New in version 2.1.0.

Warning

This is an experimental method and it remains so while this warning is present.

on_open()[source]

default open event handler.

on_pre_dismiss()[source]

default pre-dismiss event handler.

on_pre_open()[source]

default pre-open event handler.

on_touch_down(touch)[source]

touch down event handler.

on_touch_move(touch)[source]

touch moved event handler.

on_touch_up(touch)[source]

touch up event handler.

open(*_args, **kwargs)[source]

Display the modal in the Window.

When the view is opened, it will be faded in with an animation. If you don’t want the animation, use:

view.open(animation=False)
overlay_color

Overlay color in the format (r, g, b, a). Used for dimming the window behind the modal view.

overlay_color is a ColorProperty and defaults to [0, 0, 0, .7].

New in version 2.0.0.

PageLayout

_images/pagelayout.gif

The PageLayout class is used to create a simple multi-page layout, in a way that allows easy flipping from one page to another using borders.

PageLayout does not currently honor the size_hint, size_hint_min, size_hint_max, or pos_hint properties.

New in version 1.8.0.

Example:

PageLayout:
    Button:
        text: 'page1'
    Button:
        text: 'page2'
    Button:
        text: 'page3'

Transitions from one page to the next are made by swiping in from the border areas on the right or left hand side. If you wish to display multiple widgets in a page, we suggest you use a containing layout. Ideally, each page should consist of a single layout widget that contains the remaining widgets on that page.

class kivy.uix.pagelayout.PageLayout(**kwargs)[source]

Bases: kivy.uix.layout.Layout

PageLayout class. See module documentation for more information.

anim_kwargs

The animation kwargs used to construct the animation

anim_kwargs is a DictProperty and defaults to {‘d’: .5, ‘t’: ‘in_quad’}.

New in version 1.11.0.

border

The width of the border around the current page used to display the previous/next page swipe areas when needed.

border is a NumericProperty and defaults to 50dp.

do_layout(*largs)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

page

The currently displayed page.

page is a NumericProperty and defaults to 0.

swipe_threshold

The threshold used to trigger swipes as ratio of the widget size.

swipe_threshold is a NumericProperty and defaults to .5.

Popup

New in version 1.0.7.

_images/popup.jpg

The Popup widget is used to create modal popups. By default, the popup will cover the whole “parent” window. When you are creating a popup, you must at least set a Popup.title and Popup.content.

Remember that the default size of a Widget is size_hint=(1, 1). If you don’t want your popup to be fullscreen, either use size hints with values less than 1 (for instance size_hint=(.8, .8)) or deactivate the size_hint and use fixed size attributes.

Changed in version 1.4.0: The Popup class now inherits from ModalView. The Popup offers a default layout with a title and a separation bar.

Examples

Example of a simple 400x400 Hello world popup:

popup = Popup(title='Test popup',
    content=Label(text='Hello world'),
    size_hint=(None, None), size=(400, 400))

By default, any click outside the popup will dismiss/close it. If you don’t want that, you can set auto_dismiss to False:

popup = Popup(title='Test popup', content=Label(text='Hello world'),
              auto_dismiss=False)
popup.open()

To manually dismiss/close the popup, use dismiss:

popup.dismiss()

Both open() and dismiss() are bindable. That means you can directly bind the function to an action, e.g. to a button’s on_press:

# create content and add to the popup
content = Button(text='Close me!')
popup = Popup(content=content, auto_dismiss=False)

# bind the on_press event of the button to the dismiss function
content.bind(on_press=popup.dismiss)

# open the popup
popup.open()

Same thing in KV language only with Factory:

#:import Factory kivy.factory.Factory
<MyPopup@Popup>:
    auto_dismiss: False
    Button:
        text: 'Close me!'
        on_release: root.dismiss()

Button:
    text: 'Open popup'
    on_release: Factory.MyPopup().open()

Note

Popup is a special widget. Don’t try to add it as a child to any other widget. If you do, Popup will be handled like an ordinary widget and won’t be created hidden in the background.

BoxLayout:
    MyPopup:  # bad!
class kivy.uix.popup.Popup(**kwargs)[source]

Bases: kivy.uix.modalview.ModalView

Popup class. See module documentation for more information.

Events:
on_open:

Fired when the Popup is opened.

on_dismiss:

Fired when the Popup is closed. If the callback returns True, the dismiss will be canceled.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
content

Content of the popup that is displayed just under the title.

content is an ObjectProperty and defaults to None.

on_touch_down(touch)[source]

touch down event handler.

separator_color

Color used by the separator between title and content.

New in version 1.1.0.

separator_color is a ColorProperty and defaults to [47 / 255., 167 / 255., 212 / 255., 1.].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

separator_height

Height of the separator.

New in version 1.1.0.

separator_height is a NumericProperty and defaults to 2dp.

title

String that represents the title of the popup.

title is a StringProperty and defaults to ‘No title’.

title_align

Horizontal alignment of the title.

New in version 1.9.0.

title_align is a OptionProperty and defaults to ‘left’. Available options are left, center, right and justify.

title_color

Color used by the Title.

New in version 1.8.0.

title_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

title_font

Font used to render the title text.

New in version 1.9.0.

title_font is a StringProperty and defaults to ‘Roboto’. This value is taken from Config.

title_size

Represents the font size of the popup title.

New in version 1.6.0.

title_size is a NumericProperty and defaults to ’14sp’.

exception kivy.uix.popup.PopupException[source]

Bases: Exception

Popup exception, fired when multiple content widgets are added to the popup.

New in version 1.4.0.

Progress Bar

New in version 1.0.8.

_images/progressbar.jpg

The ProgressBar widget is used to visualize the progress of some task. Only the horizontal mode is currently supported: the vertical mode is not yet available.

The progress bar has no interactive elements and is a display-only widget.

To use it, simply assign a value to indicate the current progress:

from kivy.uix.progressbar import ProgressBar
pb = ProgressBar(max=1000)

# this will update the graphics automatically (75% done)
pb.value = 750
class kivy.uix.progressbar.ProgressBar(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Class for creating a progress bar widget.

See module documentation for more details.

max

Maximum value allowed for value.

max is a NumericProperty and defaults to 100.

value

Current value used for the slider.

value is an AliasProperty that returns the value of the progress bar. If the value is < 0 or > max, it will be normalized to those boundaries.

Changed in version 1.6.0: The value is now limited to between 0 and max.

value_normalized

Normalized value inside the range 0-1:

>>> pb = ProgressBar(value=50, max=100)
>>> pb.value
50
>>> pb.value_normalized
0.5

value_normalized is an AliasProperty.

RecycleBoxLayout

New in version 1.10.0.

Warning

This module is highly experimental, its API may change in the future and the documentation is not complete at this time.

The RecycleBoxLayout is designed to provide a BoxLayout type layout when used with the RecycleView widget. Please refer to the recycleview module documentation for more information.

class kivy.uix.recycleboxlayout.RecycleBoxLayout(**kwargs)[source]

Bases: kivy.uix.recyclelayout.RecycleLayout, kivy.uix.boxlayout.BoxLayout

compute_visible_views(data, viewport)[source]

viewport is in coordinates of the layout manager.

get_view_index_at(pos)[source]

Return the view index on which position, pos, falls.

pos is in coordinates of the layout manager.

RecycleGridLayout

New in version 1.10.0.

Warning

This module is highly experimental, its API may change in the future and the documentation is not complete at this time.

The RecycleGridLayout is designed to provide a GridLayout type layout when used with the RecycleView widget. Please refer to the recycleview module documentation for more information.

class kivy.uix.recyclegridlayout.RecycleGridLayout(**kwargs)[source]

Bases: kivy.uix.recyclelayout.RecycleLayout, kivy.uix.gridlayout.GridLayout

compute_visible_views(data, viewport)[source]

viewport is in coordinates of the layout manager.

get_view_index_at(pos)[source]

Return the view index on which position, pos, falls.

pos is in coordinates of the layout manager.

RecycleLayout

New in version 1.10.0.

Warning

This module is highly experimental, its API may change in the future and the documentation is not complete at this time.

class kivy.uix.recyclelayout.RecycleLayout(**kwargs)[source]

Bases: kivy.uix.recycleview.layout.RecycleLayoutManagerBehavior, kivy.uix.layout.Layout

RecycleLayout provides the default layout for RecycleViews.

default_height

Default height for items

default_height is a NumericProperty and default to 100.

default_pos_hint

Default pos_hint value for items

default_pos_hint is a DictProperty and defaults to {}.

default_size

size (width, height). Each value can be None.

default_size is an ReferenceListProperty to [default_width, default_height].

default_size_hint

size (width, height). Each value can be None.

default_size_hint is an ReferenceListProperty to [default_size_hint_x, default_size_hint_y].

default_size_hint_max

Default value for size_hint_max of items

default_size_max is a ReferenceListProperty to [default_size_hint_x_max, default_size_hint_y_max].

default_size_hint_min

Default value for size_hint_min of items

default_size_min is a ReferenceListProperty to [default_size_hint_x_min, default_size_hint_y_min].

default_size_hint_x

Default size_hint_x for items

default_size_hint_x is a NumericProperty and default to None.

default_size_hint_x_max

Default value for size_hint_x_max of items

default_pos_hint_x_max is a NumericProperty and defaults to None.

default_size_hint_x_min

Default value for size_hint_x_min of items

default_pos_hint_x_min is a NumericProperty and defaults to None.

default_size_hint_y

Default size_hint_y for items

default_size_hint_y is a NumericProperty and default to None.

default_size_hint_y_max

Default value for size_hint_y_max of items

default_pos_hint_y_max is a NumericProperty and defaults to None.

default_size_hint_y_min

Default value for size_hint_y_min of items

default_pos_hint_y_min is a NumericProperty and defaults to None.

default_width

Default width for items

default_width is a NumericProperty and default to 100

do_layout(*largs)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

initial_height

Initial height for the items.

initial_height is a NumericProperty and defaults to 100.

initial_size

Initial size of items

initial_size is a ReferenceListProperty to [initial_width, initial_height].

initial_width

Initial width for the items.

initial_width is a NumericProperty and defaults to 100.

key_pos_hint

If set, which key in the dict should be used to set the pos_hint of items.

key_pos_hint is a StringProperty and defaults to None.

key_size

If set, which key in the dict should be used to set the size property of the item.

key_size is a StringProperty and defaults to None.

key_size_hint

If set, which key in the dict should be used to set the size_hint property of the item.

key_size_hint is a StringProperty and defaults to None.

key_size_hint_max

If set, which key in the dict should be used to set the size_hint_max property of the item.

key_size_hint_max is a StringProperty and defaults to None.

key_size_hint_min

If set, which key in the dict should be used to set the size_hint_min property of the item.

key_size_hint_min is a StringProperty and defaults to None.

refresh_view_layout(index, layout, view, viewport)[source]

See :meth:`~kivy.uix.recycleview.views.RecycleDataAdapter.refresh_view_layout.

set_visible_views(indices, data, viewport)[source]

viewport is in coordinates of the layout manager.

Relative Layout

New in version 1.4.0.

This layout allows you to set relative coordinates for children. If you want absolute positioning, use the FloatLayout.

The RelativeLayout class behaves just like the regular FloatLayout except that its child widgets are positioned relative to the layout.

When a widget with position = (0,0) is added to a RelativeLayout, the child widget will also move when the position of the RelativeLayout is changed. The child widgets coordinates remain (0,0) as they are always relative to the parent layout.

Coordinate Systems
Window coordinates

By default, there’s only one coordinate system that defines the position of widgets and touch events dispatched to them: the window coordinate system, which places (0, 0) at the bottom left corner of the window. Although there are other coordinate systems defined, e.g. local and parent coordinates, these coordinate systems are identical to the window coordinate system as long as a relative layout type widget is not in the widget’s parent stack. When widget.pos is read or a touch is received, the coordinate values are in parent coordinates. But as mentioned, these are identical to window coordinates, even in complex widget stacks as long as there’s no relative layout type widget in the widget’s parent stack.

For example:

BoxLayout:
    Label:
        text: 'Left'
    Button:
        text: 'Middle'
        on_touch_down: print('Middle: {}'.format(args[1].pos))
    BoxLayout:
        on_touch_down: print('Box: {}'.format(args[1].pos))
        Button:
            text: 'Right'
            on_touch_down: print('Right: {}'.format(args[1].pos))

When the middle button is clicked and the touch propagates through the different parent coordinate systems, it prints the following:

>>> Box: (430.0, 282.0)
>>> Right: (430.0, 282.0)
>>> Middle: (430.0, 282.0)

As claimed, the touch has identical coordinates to the window coordinates in every coordinate system. collide_point() for example, takes the point in window coordinates.

Parent coordinates

Other RelativeLayout type widgets are Scatter, ScatterLayout, and ScrollView. If such a special widget is in the parent stack, only then does the parent and local coordinate system diverge from the window coordinate system. For each such widget in the stack, a coordinate system with (0, 0) of that coordinate system being at the bottom left corner of that widget is created. Position and touch coordinates received and read by a widget are in the coordinate system of the most recent special widget in its parent stack (not including itself) or in window coordinates if there are none (as in the first example). We call these coordinates parent coordinates.

For example:

BoxLayout:
    Label:
        text: 'Left'
    Button:
        text: 'Middle'
        on_touch_down: print('Middle: {}'.format(args[1].pos))
    RelativeLayout:
        on_touch_down: print('Relative: {}'.format(args[1].pos))
        Button:
            text: 'Right'
            on_touch_down: print('Right: {}'.format(args[1].pos))

Clicking on the middle button prints:

>>> Relative: (396.0, 298.0)
>>> Right: (-137.33, 298.0)
>>> Middle: (396.0, 298.0)

As the touch propagates through the widgets, for each widget, the touch is received in parent coordinates. Because both the relative and middle widgets don’t have these special widgets in their parent stack, the touch is the same as window coordinates. Only the right widget, which has a RelativeLayout in its parent stack, receives the touch in coordinates relative to that RelativeLayout which is different than window coordinates.

Local and Widget coordinates

When expressed in parent coordinates, the position is expressed in the coordinates of the most recent special widget in its parent stack, not including itself. When expressed in local or widget coordinates, the widgets themselves are also included.

Changing the above example to transform the parent coordinates into local coordinates:

BoxLayout:
    Label:
        text: 'Left'
    Button:
        text: 'Middle'
        on_touch_down: print('Middle: {}'.format(self.to_local(*args[1].pos)))
    RelativeLayout:
        on_touch_down: print('Relative: {}'.format(self.to_local(*args[1].pos)))
        Button:
            text: 'Right'
            on_touch_down: print('Right: {}'.format(self.to_local(*args[1].pos)))

Now, clicking on the middle button prints:

>>> Relative: (-135.33, 301.0)
>>> Right: (-135.33, 301.0)
>>> Middle: (398.0, 301.0)

This is because now the relative widget also expresses the coordinates relative to itself.

Note

Although all widgets including RelativeLayout receive their touch events in on_touch_xxx in parent coordinates, these special widgets will transform the touch position to be in local coordinates before it calls super. This may only be noticeable in a complex inheritance class.

Coordinate transformations

Widget provides 4 functions to transform coordinates between the various coordinate systems. For now, we assume that the relative keyword of these functions is False. to_widget() takes the coordinates expressed in window coordinates and returns them in local (widget) coordinates. to_window() takes the coordinates expressed in local coordinates and returns them in window coordinates. to_parent() takes the coordinates expressed in local coordinates and returns them in parent coordinates. to_local() takes the coordinates expressed in parent coordinates and returns them in local coordinates.

Each of the 4 transformation functions take a relative parameter. When the relative parameter is True, the coordinates are returned or originate in true relative coordinates - relative to a coordinate system with its (0, 0) at the bottom left corner of the widget in question.

Common Pitfalls

As all positions within a RelativeLayout are relative to the position of the layout itself, the position of the layout should never be used in determining the position of sub-widgets or the layout’s canvas.

Take the following kv code for example:

_images/relativelayout-fixedposition.png

expected result

_images/relativelayout-doubleposition.png

actual result

FloatLayout:
    Widget:
        size_hint: None, None
        size: 200, 200
        pos: 200, 200

        canvas:
            Color:
                rgba: 1, 1, 1, 1
            Rectangle:
                pos: self.pos
                size: self.size

    RelativeLayout:
        size_hint: None, None
        size: 200, 200
        pos: 200, 200

        canvas:
            Color:
                rgba: 1, 0, 0, 0.5
            Rectangle:
                pos: self.pos  # incorrect
                size: self.size

You might expect this to render a single pink rectangle; however, the content of the RelativeLayout is already transformed, so the use of pos: self.pos will double that transformation. In this case, using pos: 0, 0 or omitting pos completely will provide the expected result.

This also applies to the position of sub-widgets. Instead of positioning a Widget based on the layout’s own position:

RelativeLayout:
    Widget:
        pos: self.parent.pos
    Widget:
        center: self.parent.center

use the pos_hint property:

RelativeLayout:
    Widget:
        pos_hint: {'x': 0, 'y': 0}
    Widget:
        pos_hint: {'center_x': 0.5, 'center_y': 0.5}

Changed in version 1.7.0: Prior to version 1.7.0, the RelativeLayout was implemented as a FloatLayout inside a Scatter. This behaviour/widget has been renamed to ScatterLayout. The RelativeLayout now only supports relative positions (and can’t be rotated, scaled or translated on a multitouch system using two or more fingers). This was done so that the implementation could be optimized and avoid the heavier calculations of Scatter (e.g. inverse matrix, recalculating multiple properties etc.)

class kivy.uix.relativelayout.RelativeLayout(**kw)[source]

Bases: kivy.uix.floatlayout.FloatLayout

RelativeLayout class, see module documentation for more information.

do_layout(*args)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

on_motion(etype, me)[source]

Called when a motion event is received.

Parameters:
etype: str

Event type, one of “begin”, “update” or “end”

me: MotionEvent

Received motion event

Returns:

bool True to stop event dispatching

New in version 2.1.0.

Warning

This is an experimental method and it remains so while this warning is present.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

to_local(x, y, **k)[source]

Transform parent coordinates to local (current widget) coordinates.

See relativelayout for details on the coordinate systems.

Parameters:
relative: bool, defaults to False

Change to True if you want to translate coordinates to relative widget coordinates.

to_parent(x, y, **k)[source]

Transform local (current widget) coordinates to parent coordinates.

See relativelayout for details on the coordinate systems.

Parameters:
relative: bool, defaults to False

Change to True if you want to translate relative positions from a widget to its parent coordinates.

reStructuredText renderer

New in version 1.1.0.

reStructuredText is an easy-to-read, what-you-see-is-what-you-get plaintext markup syntax and parser system.

Note

This widget requires the docutils package to run. Install it with pip or include it as one of your deployment requirements.

Warning

This widget is highly experimental. The styling and implementation should not be considered stable until this warning has been removed.

Usage with Text
text = """
.. _top:

Hello world
===========

This is an **emphased text**, some ``interpreted text``.
And this is a reference to top_::

    $ print("Hello world")

"""
document = RstDocument(text=text)

The rendering will output:

_images/rstdocument.png
Usage with Source

You can also render a rst file using the source property:

document = RstDocument(source='index.rst')

You can reference other documents using the role :doc:. For example, in the document index.rst you can write:

Go to my next document: :doc:`moreinfo.rst`

It will generate a link that, when clicked, opens the moreinfo.rst document.

class kivy.uix.rst.RstDocument(**kwargs)[source]

Bases: kivy.uix.scrollview.ScrollView

Base widget used to store an Rst document. See module documentation for more information.

background_color

Specifies the background_color to be used for the RstDocument.

New in version 1.8.0.

background_color is an AliasProperty for colors[‘background’].

base_font_size

Font size for the biggest title, 31 by default. All other font sizes are derived from this.

New in version 1.8.0.

colors

Dictionary of all the colors used in the RST rendering.

Warning

This dictionary is needs special handling. You also need to call RstDocument.render() if you change them after loading.

colors is a DictProperty.

document_root

Root path where :doc: will search for rst documents. If no path is given, it will use the directory of the first loaded source file.

document_root is a StringProperty and defaults to None.

goto(ref, *largs)[source]

Scroll to the reference. If it’s not found, nothing will be done.

For this text:

.. _myref:

This is something I always wanted.

You can do:

from kivy.clock import Clock
from functools import partial

doc = RstDocument(...)
Clock.schedule_once(partial(doc.goto, 'myref'), 0.1)

Note

It is preferable to delay the call of the goto if you just loaded the document because the layout might not be finished or the size of the RstDocument has not yet been determined. In either case, the calculation of the scrolling would be wrong.

You can, however, do a direct call if the document is already loaded.

New in version 1.3.0.

preload(filename, encoding='utf-8', errors='strict')[source]

Preload a rst file to get its toctree and its title.

The result will be stored in toctrees with the filename as key.

render()[source]

Force document rendering.

resolve_path(filename)[source]

Get the path for this filename. If the filename doesn’t exist, it returns the document_root + filename.

show_errors

Indicate whether RST parsers errors should be shown on the screen or not.

show_errors is a BooleanProperty and defaults to False.

source

Filename of the RST document.

source is a StringProperty and defaults to None.

source_encoding

Encoding to be used for the source file.

source_encoding is a StringProperty and defaults to utf-8.

Note

It is your responsibility to ensure that the value provided is a valid codec supported by python.

source_error

Error handling to be used while encoding the source file.

source_error is an OptionProperty and defaults to strict. Can be one of ‘strict’, ‘ignore’, ‘replace’, ‘xmlcharrefreplace’ or ‘backslashreplac’.

text

RST markup text of the document.

text is a StringProperty and defaults to None.

title

Title of the current document.

title is a StringProperty and defaults to ‘’. It is read-only.

toctrees

Toctree of all loaded or preloaded documents. This dictionary is filled when a rst document is explicitly loaded or where preload() has been called.

If the document has no filename, e.g. when the document is loaded from a text file, the key will be ‘’.

toctrees is a DictProperty and defaults to {}.

underline_color

underline color of the titles, expressed in html color notation

underline_color is a StringProperty and defaults to ‘204a9699’.

Sandbox

New in version 1.8.0.

Warning

This is experimental and subject to change as long as this warning notice is present.

This is a widget that runs itself and all of its children in a Sandbox. That means if a child raises an Exception, it will be caught. The Sandbox itself runs its own Clock, Cache, etc.

The SandBox widget is still experimental and required for the Kivy designer. When the user designs their own widget, if they do something wrong (wrong size value, invalid python code), it will be caught correctly without breaking the whole application. Because it has been designed that way, we are still enhancing this widget and the kivy.context module. Don’t use it unless you know what you are doing.

class kivy.uix.sandbox.Sandbox(**kwargs)[source]

Bases: kivy.uix.floatlayout.FloatLayout

Sandbox widget, used to trap all the exceptions raised by child widgets.

add_widget(*args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
clear_widgets(*args, **kwargs)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

on_context_created()[source]

Override this method in order to load your kv file or do anything else with the newly created context.

on_exception(exception, _traceback=None)[source]

Override this method in order to catch all the exceptions from children.

If you return True, it will not reraise the exception. If you return False, the exception will be raised to the parent.

on_motion(etype, me)

Called when a motion event is received.

Parameters:
etype: str

Event type, one of “begin”, “update” or “end”

me: MotionEvent

Received motion event

Returns:

bool True to stop event dispatching

New in version 2.1.0.

Warning

This is an experimental method and it remains so while this warning is present.

on_touch_down(touch)

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

remove_widget(*args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)

Scatter

_images/scatter.gif

Scatter is used to build interactive widgets that can be translated, rotated and scaled with two or more fingers on a multitouch system.

Scatter has its own matrix transformation: the modelview matrix is changed before the children are drawn and the previous matrix is restored when the drawing is finished. That makes it possible to perform rotation, scaling and translation over the entire children tree without changing any widget properties. That specific behavior makes the scatter unique, but there are some advantages / constraints that you should consider:

  1. The children are positioned relative to the scatter similarly to a RelativeLayout. So when dragging the scatter, the position of the children don’t change, only the position of the scatter does.

  2. The scatter size has no impact on the size of its children.

  3. If you want to resize the scatter, use scale, not size (read #2). Scale transforms both the scatter and its children, but does not change size.

  4. The scatter is not a layout. You must manage the size of the children yourself.

For touch events, the scatter converts from the parent matrix to the scatter matrix automatically in on_touch_down/move/up events. If you are doing things manually, you will need to use to_parent() and to_local().

Usage

By default, the Scatter does not have a graphical representation: it is a container only. The idea is to combine the Scatter with another widget, for example an Image:

scatter = Scatter()
image = Image(source='sun.jpg')
scatter.add_widget(image)
Control Interactions

By default, all interactions are enabled. You can selectively disable them using the do_rotation, do_translation and do_scale properties.

Disable rotation:

scatter = Scatter(do_rotation=False)

Allow only translation:

scatter = Scatter(do_rotation=False, do_scale=False)

Allow only translation on x axis:

scatter = Scatter(do_rotation=False, do_scale=False,
                  do_translation_y=False)
Automatic Bring to Front

If the Scatter.auto_bring_to_front property is True, the scatter widget will be removed and re-added to the parent when it is touched (brought to front, above all other widgets in the parent). This is useful when you are manipulating several scatter widgets and don’t want the active one to be partially hidden.

Scale Limitation

We are using a 32-bit matrix in double representation. That means we have a limit for scaling. You cannot do infinite scaling down/up with our implementation. Generally, you don’t hit the minimum scale (because you don’t see it on the screen), but the maximum scale is 9.99506983235e+19 (2^66).

You can also limit the minimum and maximum scale allowed:

scatter = Scatter(scale_min=.5, scale_max=3.)
Behavior

Changed in version 1.1.0: If no control interactions are enabled, then the touch handler will never return True.

class kivy.uix.scatter.Scatter(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Scatter class. See module documentation for more information.

Events:
on_transform_with_touch:

Fired when the scatter has been transformed by user touch or multitouch, such as panning or zooming.

on_bring_to_front:

Fired when the scatter is brought to the front.

Changed in version 1.9.0: Event on_bring_to_front added.

Changed in version 1.8.0: Event on_transform_with_touch added.

apply_transform(trans, post_multiply=False, anchor=(0, 0))[source]

Transforms the scatter by applying the “trans” transformation matrix (on top of its current transformation state). The resultant matrix can be found in the transform property.

Parameters:
trans: Matrix.

Transformation matrix to be applied to the scatter widget.

anchor: tuple, defaults to (0, 0).

The point to use as the origin of the transformation (uses local widget space).

post_multiply: bool, defaults to False.

If True, the transform matrix is post multiplied (as if applied before the current transform).

Usage example:

from kivy.graphics.transformation import Matrix
mat = Matrix().scale(3, 3, 3)
scatter_instance.apply_transform(mat)
auto_bring_to_front

If True, the widget will be automatically pushed on the top of parent widget list for drawing.

auto_bring_to_front is a BooleanProperty and defaults to True.

bbox

Bounding box of the widget in parent space:

((x, y), (w, h))
# x, y = lower left corner

bbox is an AliasProperty.

center

Center position of the widget.

center is a ReferenceListProperty of (center_x, center_y) properties.

center_x

X center position of the widget.

center_x is an AliasProperty of (x + width / 2.).

center_y

Y center position of the widget.

center_y is an AliasProperty of (y + height / 2.).

collide_point(x, y)[source]

Check if a point (x, y) is inside the widget’s axis aligned bounding box.

Parameters:
x: numeric

x position of the point (in parent coordinates)

y: numeric

y position of the point (in parent coordinates)

Returns:

A bool. True if the point is inside the bounding box, False otherwise.

>>> Widget(pos=(10, 10), size=(50, 50)).collide_point(40, 40)
True
do_collide_after_children

If True, the collision detection for limiting the touch inside the scatter will be done after dispaching the touch to the children. You can put children outside the bounding box of the scatter and still be able to touch them.

do_collide_after_children is a BooleanProperty and defaults to False.

New in version 1.3.0.

do_rotation

Allow rotation.

do_rotation is a BooleanProperty and defaults to True.

do_scale

Allow scaling.

do_scale is a BooleanProperty and defaults to True.

do_translation

Allow translation on the X or Y axis.

do_translation is an AliasProperty of (do_translation_x + do_translation_y)

do_translation_x

Allow translation on the X axis.

do_translation_x is a BooleanProperty and defaults to True.

do_translation_y

Allow translation on Y axis.

do_translation_y is a BooleanProperty and defaults to True.

on_bring_to_front(touch)[source]

Called when a touch event causes the scatter to be brought to the front of the parent (only if auto_bring_to_front is True)

Parameters:
touch:

The touch object which brought the scatter to front.

New in version 1.9.0.

on_motion(etype, me)[source]

Called when a motion event is received.

Parameters:
etype: str

Event type, one of “begin”, “update” or “end”

me: MotionEvent

Received motion event

Returns:

bool True to stop event dispatching

New in version 2.1.0.

Warning

This is an experimental method and it remains so while this warning is present.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_transform_with_touch(touch)[source]

Called when a touch event has transformed the scatter widget. By default this does nothing, but can be overridden by derived classes that need to react to transformations caused by user input.

Parameters:
touch:

The touch object which triggered the transformation.

New in version 1.8.0.

pos

Position of the widget.

pos is a ReferenceListProperty of (x, y) properties.

right

Right position of the widget.

right is an AliasProperty of (x + width).

rotation

Rotation value of the scatter in degrees moving in a counterclockwise direction.

rotation is an AliasProperty and defaults to 0.0.

scale

Scale value of the scatter.

scale is an AliasProperty and defaults to 1.0.

scale_max

Maximum scaling factor allowed.

scale_max is a NumericProperty and defaults to 1e20.

scale_min

Minimum scaling factor allowed.

scale_min is a NumericProperty and defaults to 0.01.

to_local(x, y, **k)[source]

Transform parent coordinates to local (current widget) coordinates.

See relativelayout for details on the coordinate systems.

Parameters:
relative: bool, defaults to False

Change to True if you want to translate coordinates to relative widget coordinates.

to_parent(x, y, **k)[source]

Transform local (current widget) coordinates to parent coordinates.

See relativelayout for details on the coordinate systems.

Parameters:
relative: bool, defaults to False

Change to True if you want to translate relative positions from a widget to its parent coordinates.

top

Top position of the widget.

top is an AliasProperty of (y + height).

transform

Transformation matrix.

transform is an ObjectProperty and defaults to the identity matrix.

Note

This matrix reflects the current state of the transformation matrix but setting it directly will erase previously applied transformations. To apply a transformation considering context, please use the apply_transform method.

transform_inv

Inverse of the transformation matrix.

transform_inv is an ObjectProperty and defaults to the identity matrix.

translation_touches

Determine whether translation was triggered by a single or multiple touches. This only has effect when do_translation = True.

translation_touches is a NumericProperty and defaults to 1.

New in version 1.7.0.

x

X position of the widget.

x is a NumericProperty and defaults to 0.

y

Y position of the widget.

y is a NumericProperty and defaults to 0.

class kivy.uix.scatter.ScatterPlane(**kwargs)[source]

Bases: kivy.uix.scatter.Scatter

This is essentially an unbounded Scatter widget. It’s a convenience class to make it easier to handle infinite planes.

collide_point(x, y)[source]

Check if a point (x, y) is inside the widget’s axis aligned bounding box.

Parameters:
x: numeric

x position of the point (in parent coordinates)

y: numeric

y position of the point (in parent coordinates)

Returns:

A bool. True if the point is inside the bounding box, False otherwise.

>>> Widget(pos=(10, 10), size=(50, 50)).collide_point(40, 40)
True

Scatter Layout

New in version 1.6.0.

This layout behaves just like a RelativeLayout. When a widget is added with position = (0,0) to a ScatterLayout, the child widget will also move when you change the position of the ScatterLayout. The child widget’s coordinates remain (0,0) as they are relative to the parent layout.

However, since ScatterLayout is implemented using a Scatter widget, you can also translate, rotate and scale the layout using touches or clicks, just like in the case of a normal Scatter widget, and the child widgets will behave as expected.

In contrast to a Scatter, the Layout favours ‘hint’ properties, such as size_hint, size_hint_x, size_hint_y and pos_hint.

Note

The ScatterLayout is implemented as a FloatLayout inside a Scatter.

Warning

Since the actual ScatterLayout is a Scatter, its add_widget and remove_widget functions are overridden to add children to the embedded FloatLayout (accessible as the content property of Scatter) automatically. So if you want to access the added child elements, you need self.content.children instead of self.children.

Warning

The ScatterLayout was introduced in 1.7.0 and was called RelativeLayout in prior versions. The RelativeLayout is now an optimized implementation that uses only a positional transform to avoid some of the heavier calculation involved for Scatter.

class kivy.uix.scatterlayout.ScatterLayout(**kw)[source]

Bases: kivy.uix.scatter.Scatter

ScatterLayout class, see module documentation for more information.

add_widget(*args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
clear_widgets(*args, **kwargs)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

remove_widget(*args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
class kivy.uix.scatterlayout.ScatterPlaneLayout(**kwargs)[source]

Bases: kivy.uix.scatter.ScatterPlane

ScatterPlaneLayout class, see module documentation for more information.

Similar to ScatterLayout, but based on ScatterPlane - so the input is not bounded.

New in version 1.9.0.

collide_point(x, y)[source]

Check if a point (x, y) is inside the widget’s axis aligned bounding box.

Parameters:
x: numeric

x position of the point (in parent coordinates)

y: numeric

y position of the point (in parent coordinates)

Returns:

A bool. True if the point is inside the bounding box, False otherwise.

>>> Widget(pos=(10, 10), size=(50, 50)).collide_point(40, 40)
True

Screen Manager

_images/screenmanager.gif

New in version 1.4.0.

The screen manager is a widget dedicated to managing multiple screens for your application. The default ScreenManager displays only one Screen at a time and uses a TransitionBase to switch from one Screen to another.

Multiple transitions are supported based on changing the screen coordinates / scale or even performing fancy animation using custom shaders.

Basic Usage

Let’s construct a Screen Manager with 4 named screens. When you are creating a screen, you absolutely need to give a name to it:

from kivy.uix.screenmanager import ScreenManager, Screen

# Create the manager
sm = ScreenManager()

# Add few screens
for i in range(4):
    screen = Screen(name='Title %d' % i)
    sm.add_widget(screen)

# By default, the first screen added into the ScreenManager will be
# displayed. You can then change to another screen.

# Let's display the screen named 'Title 2'
# A transition will automatically be used.
sm.current = 'Title 2'

The default ScreenManager.transition is a SlideTransition with options direction and duration.

Please note that by default, a Screen displays nothing: it’s just a RelativeLayout. You need to use that class as a root widget for your own screen, the best way being to subclass.

Warning

As Screen is a RelativeLayout, it is important to understand the Common Pitfalls.

Here is an example with a ‘Menu Screen’ and a ‘Settings Screen’:

from kivy.app import App
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen

# Create both screens. Please note the root.manager.current: this is how
# you can control the ScreenManager from kv. Each screen has by default a
# property manager that gives you the instance of the ScreenManager used.
Builder.load_string("""
<MenuScreen>:
    BoxLayout:
        Button:
            text: 'Goto settings'
            on_press: root.manager.current = 'settings'
        Button:
            text: 'Quit'

<SettingsScreen>:
    BoxLayout:
        Button:
            text: 'My settings button'
        Button:
            text: 'Back to menu'
            on_press: root.manager.current = 'menu'
""")

# Declare both screens
class MenuScreen(Screen):
    pass

class SettingsScreen(Screen):
    pass

class TestApp(App):

    def build(self):
        # Create the screen manager
        sm = ScreenManager()
        sm.add_widget(MenuScreen(name='menu'))
        sm.add_widget(SettingsScreen(name='settings'))

        return sm

if __name__ == '__main__':
    TestApp().run()
Changing Direction

A common use case for ScreenManager involves using a SlideTransition which slides right to the next screen and slides left to the previous screen. Building on the previous example, this can be accomplished like so:

Builder.load_string("""
<MenuScreen>:
    BoxLayout:
        Button:
            text: 'Goto settings'
            on_press:
                root.manager.transition.direction = 'left'
                root.manager.current = 'settings'
        Button:
            text: 'Quit'

<SettingsScreen>:
    BoxLayout:
        Button:
            text: 'My settings button'
        Button:
            text: 'Back to menu'
            on_press:
                root.manager.transition.direction = 'right'
                root.manager.current = 'menu'
""")
Advanced Usage

From 1.8.0, you can now switch dynamically to a new screen, change the transition options and remove the previous one by using switch_to():

sm = ScreenManager()
screens = [Screen(name='Title {}'.format(i)) for i in range(4)]

sm.switch_to(screens[0])
# later
sm.switch_to(screens[1], direction='right')

Note that this method adds the screen to the ScreenManager instance and should not be used if your screens have already been added to this instance. To switch to a screen which is already added, you should use the current property.

Changing transitions

You have multiple transitions available by default, such as:

  • NoTransition - switches screens instantly with no animation

  • SlideTransition - slide the screen in/out, from any direction

  • CardTransition - new screen slides on the previous or the old one slides off the new one depending on the mode

  • SwapTransition - implementation of the iOS swap transition

  • FadeTransition - shader to fade the screen in/out

  • WipeTransition - shader to wipe the screens from right to left

  • FallOutTransition - shader where the old screen ‘falls’ and becomes transparent, revealing the new one behind it.

  • RiseInTransition - shader where the new screen rises from the screen centre while fading from transparent to opaque.

You can easily switch transitions by changing the ScreenManager.transition property:

sm = ScreenManager(transition=FadeTransition())

Note

Currently, none of Shader based Transitions use anti-aliasing. This is because they use the FBO which doesn’t have any logic to handle supersampling. This is a known issue and we are working on a transparent implementation that will give the same results as if it had been rendered on screen.

To be more concrete, if you see sharp edged text during the animation, it’s normal.

class kivy.uix.screenmanager.CardTransition[source]

Bases: kivy.uix.screenmanager.SlideTransition

Card transition that looks similar to Android 4.x application drawer interface animation.

It supports 4 directions like SlideTransition: left, right, up and down, and two modes, pop and push. If push mode is activated, the previous screen does not move, and the new one slides in from the given direction. If the pop mode is activated, the previous screen slides out, when the new screen is already on the position of the ScreenManager.

New in version 1.10.

mode

Indicates if the transition should push or pop the screen on/off the ScreenManager.

  • ‘push’ means the screen slides in in the given direction

  • ‘pop’ means the screen slides out in the given direction

mode is an OptionProperty and defaults to ‘push’.

start(manager)[source]

(internal) Starts the transition. This is automatically called by the ScreenManager.

class kivy.uix.screenmanager.FadeTransition[source]

Bases: kivy.uix.screenmanager.ShaderTransition

Fade transition, based on a fragment Shader.

fs

Fragment shader to use.

fs is a StringProperty and defaults to None.

class kivy.uix.screenmanager.FallOutTransition[source]

Bases: kivy.uix.screenmanager.ShaderTransition

Transition where the new screen ‘falls’ from the screen centre, becoming smaller and more transparent until it disappears, and revealing the new screen behind it. Mimics the popular/standard Android transition.

New in version 1.8.0.

duration

Duration in seconds of the transition, replacing the default of TransitionBase.

duration is a NumericProperty and defaults to .15 (= 150ms).

fs

Fragment shader to use.

fs is a StringProperty and defaults to None.

class kivy.uix.screenmanager.NoTransition[source]

Bases: kivy.uix.screenmanager.TransitionBase

No transition, instantly switches to the next screen with no delay or animation.

New in version 1.8.0.

duration

Duration in seconds of the transition.

duration is a NumericProperty and defaults to .4 (= 400ms).

Changed in version 1.8.0: Default duration has been changed from 700ms to 400ms.

class kivy.uix.screenmanager.RiseInTransition[source]

Bases: kivy.uix.screenmanager.ShaderTransition

Transition where the new screen rises from the screen centre, becoming larger and changing from transparent to opaque until it fills the screen. Mimics the popular/standard Android transition.

New in version 1.8.0.

duration

Duration in seconds of the transition, replacing the default of TransitionBase.

duration is a NumericProperty and defaults to .2 (= 200ms).

fs

Fragment shader to use.

fs is a StringProperty and defaults to None.

class kivy.uix.screenmanager.Screen(**kw)[source]

Bases: kivy.uix.relativelayout.RelativeLayout

Screen is an element intended to be used with a ScreenManager. Check module documentation for more information.

Events:
on_pre_enter: ()

Event fired when the screen is about to be used: the entering animation is started.

on_enter: ()

Event fired when the screen is displayed: the entering animation is complete.

on_pre_leave: ()

Event fired when the screen is about to be removed: the leaving animation is started.

on_leave: ()

Event fired when the screen is removed: the leaving animation is finished.

Changed in version 1.6.0: Events on_pre_enter, on_enter, on_pre_leave and on_leave were added.

manager

ScreenManager object, set when the screen is added to a manager.

manager is an ObjectProperty and defaults to None, read-only.

name

Name of the screen which must be unique within a ScreenManager. This is the name used for ScreenManager.current.

name is a StringProperty and defaults to ‘’.

transition_progress

Value that represents the completion of the current transition, if any is occurring.

If a transition is in progress, whatever the mode, the value will change from 0 to 1. If you want to know if it’s an entering or leaving animation, check the transition_state.

transition_progress is a NumericProperty and defaults to 0.

transition_state

Value that represents the state of the transition:

  • ‘in’ if the transition is going to show your screen

  • ‘out’ if the transition is going to hide your screen

After the transition is complete, the state will retain its last value (in or out).

transition_state is an OptionProperty and defaults to ‘out’.

class kivy.uix.screenmanager.ScreenManager(**kwargs)[source]

Bases: kivy.uix.floatlayout.FloatLayout

Screen manager. This is the main class that will control your Screen stack and memory.

By default, the manager will show only one screen at a time.

add_widget(widget, *args, **kwargs)[source]

Changed in version 2.1.0: Renamed argument screen to widget.

clear_widgets(children=None, *args, **kwargs)[source]

Changed in version 2.1.0: Renamed argument screens to children.

current

Name of the screen currently shown, or the screen to show.

from kivy.uix.screenmanager import ScreenManager, Screen

sm = ScreenManager()
sm.add_widget(Screen(name='first'))
sm.add_widget(Screen(name='second'))

# By default, the first added screen will be shown. If you want to
# show another one, just set the 'current' property.
sm.current = 'second'

current is a StringProperty and defaults to None.

current_screen

Contains the currently displayed screen. You must not change this property manually, use current instead.

current_screen is an ObjectProperty and defaults to None, read-only.

get_screen(name)[source]

Return the screen widget associated with the name or raise a ScreenManagerException if not found.

has_screen(name)[source]

Return True if a screen with the name has been found.

New in version 1.6.0.

next()[source]

Return the name of the next screen from the screen list.

on_motion(etype, me)[source]

Called when a motion event is received.

Parameters:
etype: str

Event type, one of “begin”, “update” or “end”

me: MotionEvent

Received motion event

Returns:

bool True to stop event dispatching

New in version 2.1.0.

Warning

This is an experimental method and it remains so while this warning is present.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

previous()[source]

Return the name of the previous screen from the screen list.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
screen_names

List of the names of all the Screen widgets added. The list is read only.

screens_names is an AliasProperty and is read-only. It is updated if the screen list changes or the name of a screen changes.

screens

List of all the Screen widgets added. You should not change this list manually. Use the add_widget method instead.

screens is a ListProperty and defaults to [], read-only.

switch_to(screen, **options)[source]

Add a new or existing screen to the ScreenManager and switch to it. The previous screen will be “switched away” from. options are the transition options that will be changed before the animation happens.

If no previous screens are available, the screen will be used as the main one:

sm = ScreenManager()
sm.switch_to(screen1)
# later
sm.switch_to(screen2, direction='left')
# later
sm.switch_to(screen3, direction='right', duration=1.)

If any animation is in progress, it will be stopped and replaced by this one: you should avoid this because the animation will just look weird. Use either switch_to() or current but not both.

The screen name will be changed if there is any conflict with the current screen.

transition

Transition object to use for animating the transition from the current screen to the next one being shown.

For example, if you want to use a WipeTransition between slides:

from kivy.uix.screenmanager import ScreenManager, Screen,
WipeTransition

sm = ScreenManager(transition=WipeTransition())
sm.add_widget(Screen(name='first'))
sm.add_widget(Screen(name='second'))

# by default, the first added screen will be shown. If you want to
# show another one, just set the 'current' property.
sm.current = 'second'

transition is an ObjectProperty and defaults to a SlideTransition.

Changed in version 1.8.0: Default transition has been changed from SwapTransition to SlideTransition.

exception kivy.uix.screenmanager.ScreenManagerException[source]

Bases: Exception

Exception for the ScreenManager.

class kivy.uix.screenmanager.ShaderTransition[source]

Bases: kivy.uix.screenmanager.TransitionBase

Transition class that uses a Shader for animating the transition between 2 screens. By default, this class doesn’t assign any fragment/vertex shader. If you want to create your own fragment shader for the transition, you need to declare the header yourself and include the “t”, “tex_in” and “tex_out” uniform:

# Create your own transition. This shader implements a "fading"
# transition.
fs = """$HEADER
    uniform float t;
    uniform sampler2D tex_in;
    uniform sampler2D tex_out;

    void main(void) {
        vec4 cin = texture2D(tex_in, tex_coord0);
        vec4 cout = texture2D(tex_out, tex_coord0);
        gl_FragColor = mix(cout, cin, t);
    }
"""

# And create your transition
tr = ShaderTransition(fs=fs)
sm = ScreenManager(transition=tr)
add_screen(screen)[source]

(internal) Used to add a screen to the ScreenManager.

clearcolor

Sets the color of Fbo ClearColor.

New in version 1.9.0.

clearcolor is a ColorProperty and defaults to [0, 0, 0, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

fs

Fragment shader to use.

fs is a StringProperty and defaults to None.

remove_screen(screen)[source]

(internal) Used to remove a screen from the ScreenManager.

stop()[source]

(internal) Stops the transition. This is automatically called by the ScreenManager.

vs

Vertex shader to use.

vs is a StringProperty and defaults to None.

class kivy.uix.screenmanager.SlideTransition[source]

Bases: kivy.uix.screenmanager.TransitionBase

Slide Transition, can be used to show a new screen from any direction: left, right, up or down.

direction

Direction of the transition.

direction is an OptionProperty and defaults to ‘left’. Can be one of ‘left’, ‘right’, ‘up’ or ‘down’.

class kivy.uix.screenmanager.SwapTransition(**kwargs)[source]

Bases: kivy.uix.screenmanager.TransitionBase

Swap transition that looks like iOS transition when a new window appears on the screen.

add_screen(screen)[source]

(internal) Used to add a screen to the ScreenManager.

start(manager)[source]

(internal) Starts the transition. This is automatically called by the ScreenManager.

class kivy.uix.screenmanager.TransitionBase[source]

Bases: kivy.event.EventDispatcher

TransitionBase is used to animate 2 screens within the ScreenManager. This class acts as a base for other implementations like the SlideTransition and SwapTransition.

Events:
on_progress: Transition object, progression float

Fired during the animation of the transition.

on_complete: Transition object

Fired when the transition is finished.

add_screen(screen)[source]

(internal) Used to add a screen to the ScreenManager.

duration

Duration in seconds of the transition.

duration is a NumericProperty and defaults to .4 (= 400ms).

Changed in version 1.8.0: Default duration has been changed from 700ms to 400ms.

is_active

Indicate whether the transition is currently active or not.

is_active is a BooleanProperty and defaults to False, read-only.

manager

ScreenManager object, set when the screen is added to a manager.

manager is an ObjectProperty and defaults to None, read-only.

remove_screen(screen)[source]

(internal) Used to remove a screen from the ScreenManager.

screen_in

Property that contains the screen to show. Automatically set by the ScreenManager.

screen_in is an ObjectProperty and defaults to None.

screen_out

Property that contains the screen to hide. Automatically set by the ScreenManager.

screen_out is an ObjectProperty and defaults to None.

start(manager)[source]

(internal) Starts the transition. This is automatically called by the ScreenManager.

stop()[source]

(internal) Stops the transition. This is automatically called by the ScreenManager.

class kivy.uix.screenmanager.WipeTransition[source]

Bases: kivy.uix.screenmanager.ShaderTransition

Wipe transition, based on a fragment Shader.

fs

Fragment shader to use.

fs is a StringProperty and defaults to None.

ScrollView

New in version 1.0.4.

The ScrollView widget provides a scrollable/pannable viewport that is clipped at the scrollview’s bounding box.

Scrolling Behavior

The ScrollView accepts only one child and applies a viewport/window to it according to the scroll_x and scroll_y properties. Touches are analyzed to determine if the user wants to scroll or control the child in some other manner: you cannot do both at the same time. To determine if interaction is a scrolling gesture, these properties are used:

If a touch travels scroll_distance pixels within the scroll_timeout period, it is recognized as a scrolling gesture and translation (scroll/pan) will begin. If the timeout occurs, the touch down event is dispatched to the child instead (no translation).

The default value for those settings can be changed in the configuration file:

[widgets]
scroll_timeout = 250
scroll_distance = 20

New in version 1.1.1: ScrollView now animates scrolling in Y when a mousewheel is used.

Limiting to the X or Y Axis

By default, the ScrollView allows scrolling along both the X and Y axes. You can explicitly disable scrolling on an axis by setting the do_scroll_x or do_scroll_y properties to False.

Managing the Content Size and Position

The ScrollView manages the position of its children similarly to a RelativeLayout but does not use the size_hint. You must carefully specify the size of your content to get the desired scroll/pan effect.

By default, the size_hint is (1, 1), so the content size will fit your ScrollView exactly (you will have nothing to scroll). You must deactivate at least one of the size_hint instructions (x or y) of the child to enable scrolling. Setting size_hint_min to not be None will also enable scrolling for that dimension when the ScrollView is smaller than the minimum size.

To scroll a GridLayout on it’s Y-axis/vertically, set the child’s width to that of the ScrollView (size_hint_x=1), and set the size_hint_y property to None:

from kivy.uix.gridlayout import GridLayout
from kivy.uix.button import Button
from kivy.uix.scrollview import ScrollView
from kivy.core.window import Window
from kivy.app import runTouchApp

layout = GridLayout(cols=1, spacing=10, size_hint_y=None)
# Make sure the height is such that there is something to scroll.
layout.bind(minimum_height=layout.setter('height'))
for i in range(100):
    btn = Button(text=str(i), size_hint_y=None, height=40)
    layout.add_widget(btn)
root = ScrollView(size_hint=(1, None), size=(Window.width, Window.height))
root.add_widget(layout)

runTouchApp(root)

Kv Example:

ScrollView:
    do_scroll_x: False
    do_scroll_y: True

    Label:
        size_hint_y: None
        height: self.texture_size[1]
        text_size: self.width, None
        padding: 10, 10
        text:
            'really some amazing text\n' * 100
Overscroll Effects

New in version 1.7.0.

When scrolling would exceed the bounds of the ScrollView, it uses a ScrollEffect to handle the overscroll. These effects can perform actions like bouncing back, changing opacity, or simply preventing scrolling beyond the normal boundaries. Note that complex effects may perform many computations, which can be slow on weaker hardware.

You can change what effect is being used by setting effect_cls to any effect class. Current options include:

  • ScrollEffect: Does not allow scrolling beyond the ScrollView boundaries.

  • DampedScrollEffect: The current default. Allows the user to scroll beyond the normal boundaries, but has the content spring back once the touch/click is released.

  • OpacityScrollEffect: Similar to the DampedScrollEffect, but also reduces opacity during overscroll.

You can also create your own scroll effect by subclassing one of these, then pass it as the effect_cls in the same way.

Alternatively, you can set effect_x and/or effect_y to an instance of the effect you want to use. This will override the default effect set in effect_cls.

All the effects are located in the kivy.effects.

class kivy.uix.scrollview.ScrollView(**kwargs)[source]

Bases: kivy.uix.stencilview.StencilView

ScrollView class. See module documentation for more information.

Events:
on_scroll_start

Generic event fired when scrolling starts from touch.

on_scroll_move

Generic event fired when scrolling move from touch.

on_scroll_stop

Generic event fired when scrolling stops from touch.

Changed in version 1.9.0: on_scroll_start, on_scroll_move and on_scroll_stop events are now dispatched when scrolling to handle nested ScrollViews.

Changed in version 1.7.0: auto_scroll, scroll_friction, scroll_moves, scroll_stoptime’ has been deprecated, use :attr:`effect_cls instead.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
always_overscroll

Make sure user can overscroll even if there is not enough content to require scrolling.

This is useful if you want to trigger some action on overscroll, but there is not always enough content to trigger it.

always_overscroll is a BooleanProperty and defaults to True.

New in version 2.0.0.

The option was added and enabled by default, set to False to get the previous behavior of only allowing to overscroll when there is enough content to allow scrolling.

bar_color

Color of horizontal / vertical scroll bar, in RGBA format.

New in version 1.2.0.

bar_color is a ColorProperty and defaults to [.7, .7, .7, .9].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

bar_inactive_color

Color of horizontal / vertical scroll bar (in RGBA format), when no scroll is happening.

New in version 1.9.0.

bar_inactive_color is a ColorProperty and defaults to [.7, .7, .7, .2].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

bar_margin

Margin between the bottom / right side of the scrollview when drawing the horizontal / vertical scroll bar.

New in version 1.2.0.

bar_margin is a NumericProperty, default to 0

bar_pos

Which side of the scroll view to place each of the bars on.

bar_pos is a ReferenceListProperty of (bar_pos_x, bar_pos_y)

bar_pos_x

Which side of the ScrollView the horizontal scroll bar should go on. Possible values are ‘top’ and ‘bottom’.

New in version 1.8.0.

bar_pos_x is an OptionProperty, defaults to ‘bottom’.

bar_pos_y

Which side of the ScrollView the vertical scroll bar should go on. Possible values are ‘left’ and ‘right’.

New in version 1.8.0.

bar_pos_y is an OptionProperty and defaults to ‘right’.

bar_width

Width of the horizontal / vertical scroll bar. The width is interpreted as a height for the horizontal bar.

New in version 1.2.0.

bar_width is a NumericProperty and defaults to 2.

convert_distance_to_scroll(dx, dy)[source]

Convert a distance in pixels to a scroll distance, depending on the content size and the scrollview size.

The result will be a tuple of scroll distance that can be added to scroll_x and scroll_y

do_scroll

Allow scroll on X or Y axis.

do_scroll is a AliasProperty of (do_scroll_x + do_scroll_y)

do_scroll_x

Allow scroll on X axis.

do_scroll_x is a BooleanProperty and defaults to True.

do_scroll_y

Allow scroll on Y axis.

do_scroll_y is a BooleanProperty and defaults to True.

effect_cls

Class effect to instantiate for X and Y axis.

New in version 1.7.0.

effect_cls is an ObjectProperty and defaults to DampedScrollEffect.

Changed in version 1.8.0: If you set a string, the Factory will be used to resolve the class.

effect_x

Effect to apply for the X axis. If None is set, an instance of effect_cls will be created.

New in version 1.7.0.

effect_x is an ObjectProperty and defaults to None.

effect_y

Effect to apply for the Y axis. If None is set, an instance of effect_cls will be created.

New in version 1.7.0.

effect_y is an ObjectProperty and defaults to None, read-only.

hbar

Return a tuple of (position, size) of the horizontal scrolling bar.

New in version 1.2.0.

The position and size are normalized between 0-1, and represent a proportion of the current scrollview height. This property is used internally for drawing the little horizontal bar when you’re scrolling.

hbar is a AliasProperty, readonly.

on_motion(etype, me)[source]

Called when a motion event is received.

Parameters:
etype: str

Event type, one of “begin”, “update” or “end”

me: MotionEvent

Received motion event

Returns:

bool True to stop event dispatching

New in version 2.1.0.

Warning

This is an experimental method and it remains so while this warning is present.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
scroll_distance

Distance to move before scrolling the ScrollView, in pixels. As soon as the distance has been traveled, the ScrollView will start to scroll, and no touch event will go to children. It is advisable that you base this value on the dpi of your target device’s screen.

scroll_distance is a NumericProperty and defaults to 20 (pixels), according to the default value in user configuration.

scroll_timeout

Timeout allowed to trigger the scroll_distance, in milliseconds. If the user has not moved scroll_distance within the timeout, the scrolling will be disabled, and the touch event will go to the children.

scroll_timeout is a NumericProperty and defaults to 55 (milliseconds) according to the default value in user configuration.

Changed in version 1.5.0: Default value changed from 250 to 55.

scroll_to(widget, padding=10, animate=True)[source]

Scrolls the viewport to ensure that the given widget is visible, optionally with padding and animation. If animate is True (the default), then the default animation parameters will be used. Otherwise, it should be a dict containing arguments to pass to Animation constructor.

New in version 1.9.1.

scroll_type

Sets the type of scrolling to use for the content of the scrollview. Available options are: [‘content’], [‘bars’], [‘bars’, ‘content’].

[‘content’]

Content is scrolled by dragging or swiping the content directly.

[‘bars’]

Content is scrolled by dragging or swiping the scroll bars.

[‘bars’, ‘content’]

Content is scrolled by either of the above methods.

New in version 1.8.0.

scroll_type is an OptionProperty and defaults to [‘content’].

scroll_wheel_distance

Distance to move when scrolling with a mouse wheel. It is advisable that you base this value on the dpi of your target device’s screen.

New in version 1.8.0.

scroll_wheel_distance is a NumericProperty , defaults to 20 pixels.

scroll_x

X scrolling value, between 0 and 1. If 0, the content’s left side will touch the left side of the ScrollView. If 1, the content’s right side will touch the right side.

This property is controlled by ScrollView only if do_scroll_x is True.

scroll_x is a NumericProperty and defaults to 0.

scroll_y

Y scrolling value, between 0 and 1. If 0, the content’s bottom side will touch the bottom side of the ScrollView. If 1, the content’s top side will touch the top side.

This property is controlled by ScrollView only if do_scroll_y is True.

scroll_y is a NumericProperty and defaults to 1.

smooth_scroll_end

Whether smooth scroll end should be used when scrolling with the mouse-wheel and the factor of transforming the scroll distance to velocity. This option also enables velocity addition meaning if you scroll more, you will scroll faster and further. The recommended value is 10. The velocity is calculated as scroll_wheel_distance * smooth_scroll_end.

New in version 1.11.0.

smooth_scroll_end is a NumericProperty and defaults to None.

to_local(x, y, **k)[source]

Transform parent coordinates to local (current widget) coordinates.

See relativelayout for details on the coordinate systems.

Parameters:
relative: bool, defaults to False

Change to True if you want to translate coordinates to relative widget coordinates.

to_parent(x, y, **k)[source]

Transform local (current widget) coordinates to parent coordinates.

See relativelayout for details on the coordinate systems.

Parameters:
relative: bool, defaults to False

Change to True if you want to translate relative positions from a widget to its parent coordinates.

update_from_scroll(*largs)[source]

Force the reposition of the content, according to current value of scroll_x and scroll_y.

This method is automatically called when one of the scroll_x, scroll_y, pos or size properties change, or if the size of the content changes.

vbar

Return a tuple of (position, size) of the vertical scrolling bar.

New in version 1.2.0.

The position and size are normalized between 0-1, and represent a proportion of the current scrollview height. This property is used internally for drawing the little vertical bar when you’re scrolling.

vbar is a AliasProperty, readonly.

viewport_size

(internal) Size of the internal viewport. This is the size of your only child in the scrollview.

Settings

New in version 1.0.7.

This module provides a complete and extensible framework for adding a Settings interface to your application. By default, the interface uses a SettingsWithSpinner, which consists of a Spinner (top) to switch between individual settings panels (bottom). See Different panel layouts for some alternatives.

_images/settingswithspinner_kivy.jpg

A SettingsPanel represents a group of configurable options. The SettingsPanel.title property is used by Settings when a panel is added: it determines the name of the sidebar button. SettingsPanel controls a ConfigParser instance.

The panel can be automatically constructed from a JSON definition file: you describe the settings you want and corresponding sections/keys in the ConfigParser instance… and you’re done!

Settings are also integrated into the App class. Use Settings.add_kivy_panel() to configure the Kivy core settings in a panel.

Create a panel from JSON

To create a panel from a JSON-file, you need two things:

Warning

The kivy.config.ConfigParser is required. You cannot use the default ConfigParser from Python libraries.

You must create and handle the ConfigParser object. SettingsPanel will read the values from the associated ConfigParser instance. Make sure you have set default values (using setdefaults) for all the sections/keys in your JSON file!

The JSON file contains structured information to describe the available settings. Here is an example:

[
    {
        "type": "title",
        "title": "Windows"
    },
    {
        "type": "bool",
        "title": "Fullscreen",
        "desc": "Set the window in windowed or fullscreen",
        "section": "graphics",
        "key": "fullscreen"
    }
]

Each element in the root list represents a setting that the user can configure. Only the “type” key is mandatory: an instance of the associated class will be created and used for the setting - other keys are assigned to corresponding properties of that class.

Type

Associated class

title

SettingTitle

bool

SettingBoolean

numeric

SettingNumeric

options

SettingOptions

string

SettingString

path

SettingPath

color

SettingColor

New in version 1.1.0: Added SettingPath type

New in version 2.1.0: Added SettingColor type

In the JSON example above, the first element is of type “title”. It will create a new instance of SettingTitle and apply the rest of the key-value pairs to the properties of that class, i.e. “title”: “Windows” sets the title property of the panel to “Windows”.

To load the JSON example to a Settings instance, use the Settings.add_json_panel() method. It will automatically instantiate a SettingsPanel and add it to Settings:

from kivy.config import ConfigParser

config = ConfigParser()
config.read('myconfig.ini')

s = Settings()
s.add_json_panel('My custom panel', config, 'settings_custom.json')
s.add_json_panel('Another panel', config, 'settings_test2.json')

# then use the s as a widget...
Different panel layouts

A kivy App can automatically create and display a Settings instance. See the settings_cls documentation for details on how to choose which settings class to display.

Several pre-built settings widgets are available. All except SettingsWithNoMenu include close buttons triggering the on_close event.

You can construct your own settings panels with any layout you choose by setting Settings.interface_cls. This should be a widget that displays a json settings panel with some way to switch between panels. An instance will be automatically created by Settings.

Interface widgets may be anything you like, but must have a method add_panel that receives newly created json settings panels for the interface to display. See the documentation for InterfaceWithSidebar for more information. They may optionally dispatch an on_close event, for instance if a close button is clicked. This event is used by Settings to trigger its own on_close event.

For a complete, working example, please see kivy/examples/settings/main.py.

class kivy.uix.settings.ContentPanel(**kwargs)[source]

Bases: kivy.uix.scrollview.ScrollView

A class for displaying settings panels. It displays a single settings panel at a time, taking up the full size and shape of the ContentPanel. It is used by InterfaceWithSidebar and InterfaceWithSpinner to display settings.

add_panel(panel, name, uid)[source]

This method is used by Settings to add new panels for possible display. Any replacement for ContentPanel must implement this method.

Parameters:
panel: SettingsPanel

It should be stored and displayed when requested.

name:

The name of the panel as a string. It may be used to represent the panel.

uid:

A unique int identifying the panel. It should be stored and used to identify panels when switching.

add_widget(*args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
container

(internal) A reference to the GridLayout that contains the settings panel.

container is an ObjectProperty and defaults to None.

current_panel

(internal) A reference to the current settings panel.

current_panel is an ObjectProperty and defaults to None.

current_uid

(internal) A reference to the uid of the current settings panel.

current_uid is a NumericProperty and defaults to 0.

on_current_uid(*args)[source]

The uid of the currently displayed panel. Changing this will automatically change the displayed panel.

Parameters:
uid:

A panel uid. It should be used to retrieve and display a settings panel that has previously been added with add_panel().

panels

(internal) Stores a dictionary mapping settings panels to their uids.

panels is a DictProperty and defaults to {}.

remove_widget(*args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
class kivy.uix.settings.InterfaceWithSidebar(*args, **kwargs)[source]

Bases: kivy.uix.boxlayout.BoxLayout

The default Settings interface class. It displays a sidebar menu with names of available settings panels, which may be used to switch which one is currently displayed.

See add_panel() for information on the method you must implement if creating your own interface.

This class also dispatches an event ‘on_close’, which is triggered when the sidebar menu’s close button is released. If creating your own interface widget, it should also dispatch such an event which will automatically be caught by Settings and used to trigger its own ‘on_close’ event.

add_panel(panel, name, uid)[source]

This method is used by Settings to add new panels for possible display. Any replacement for ContentPanel must implement this method.

Parameters:
panel: SettingsPanel

It should be stored and the interface should provide a way to switch between panels.

name:

The name of the panel as a string. It may be used to represent the panel but isn’t necessarily unique.

uid:

A unique int identifying the panel. It should be used to identify and switch between panels.

content

(internal) A reference to the panel display widget (a ContentPanel).

content is an ObjectProperty and defaults to None.

menu

(internal) A reference to the sidebar menu widget.

menu is an ObjectProperty and defaults to None.

class kivy.uix.settings.MenuSidebar(**kwargs)[source]

Bases: kivy.uix.floatlayout.FloatLayout

The menu used by InterfaceWithSidebar. It provides a sidebar with an entry for each settings panel, which the user may click to select.

add_item(name, uid)[source]

This method is used to add new panels to the menu.

Parameters:
name:

The name (a string) of the panel. It should be used to represent the panel in the menu.

uid:

The name (an int) of the panel. It should be used internally to represent the panel and used to set self.selected_uid when the panel is changed.

buttons_layout

(internal) Reference to the GridLayout that contains individual settings panel menu buttons.

buttons_layout is an ObjectProperty and defaults to None.

close_button

(internal) Reference to the widget’s Close button.

buttons_layout is an ObjectProperty and defaults to None.

on_selected_uid(*args)[source]

(internal) unselects any currently selected menu buttons, unless they represent the current panel.

selected_uid

The uid of the currently selected panel. This may be used to switch between displayed panels, e.g. by binding it to the current_uid of a ContentPanel.

selected_uid is a NumericProperty and defaults to 0.

class kivy.uix.settings.SettingBoolean(**kwargs)[source]

Bases: kivy.uix.settings.SettingItem

Implementation of a boolean setting on top of a SettingItem. It is visualized with a Switch widget. By default, 0 and 1 are used for values: you can change them by setting values.

values

Values used to represent the state of the setting. If you want to use “yes” and “no” in your ConfigParser instance:

SettingBoolean(..., values=['no', 'yes'])

Warning

You need a minimum of two values, the index 0 will be used as False, and index 1 as True

values is a ListProperty and defaults to [‘0’, ‘1’]

class kivy.uix.settings.SettingItem(**kwargs)[source]

Bases: kivy.uix.floatlayout.FloatLayout

Base class for individual settings (within a panel). This class cannot be used directly; it is used for implementing the other setting classes. It builds a row with a title/description (left) and a setting control (right).

Look at SettingBoolean, SettingNumeric and SettingOptions for usage examples.

Events:
on_release

Fired when the item is touched and then released.

add_widget(*args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
content

(internal) Reference to the widget that contains the real setting. As soon as the content object is set, any further call to add_widget will call the content.add_widget. This is automatically set.

content is an ObjectProperty and defaults to None.

desc

Description of the setting, rendered on the line below the title.

desc is a StringProperty and defaults to None.

disabled

Indicate if this setting is disabled. If True, all touches on the setting item will be discarded.

disabled is a BooleanProperty and defaults to False.

key

Key of the token inside the section in the ConfigParser instance.

key is a StringProperty and defaults to None.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

panel

(internal) Reference to the SettingsPanel for this setting. You don’t need to use it.

panel is an ObjectProperty and defaults to None.

section

Section of the token inside the ConfigParser instance.

section is a StringProperty and defaults to None.

selected_alpha

(internal) Float value from 0 to 1, used to animate the background when the user touches the item.

selected_alpha is a NumericProperty and defaults to 0.

title

Title of the setting, defaults to ‘<No title set>’.

title is a StringProperty and defaults to ‘<No title set>’.

value

Value of the token according to the ConfigParser instance. Any change to this value will trigger a Settings.on_config_change() event.

value is an ObjectProperty and defaults to None.

class kivy.uix.settings.SettingNumeric(**kwargs)[source]

Bases: kivy.uix.settings.SettingString

Implementation of a numeric setting on top of a SettingString. It is visualized with a Label widget that, when clicked, will open a Popup with a Textinput so the user can enter a custom value.

class kivy.uix.settings.SettingOptions(**kwargs)[source]

Bases: kivy.uix.settings.SettingItem

Implementation of an option list on top of a SettingItem. It is visualized with a Label widget that, when clicked, will open a Popup with a list of options from which the user can select.

options

List of all availables options. This must be a list of “string” items. Otherwise, it will crash. :)

options is a ListProperty and defaults to [].

popup

(internal) Used to store the current popup when it is shown.

popup is an ObjectProperty and defaults to None.

class kivy.uix.settings.SettingPath(**kwargs)[source]

Bases: kivy.uix.settings.SettingItem

Implementation of a Path setting on top of a SettingItem. It is visualized with a Label widget that, when clicked, will open a Popup with a FileChooserListView so the user can enter a custom value.

New in version 1.1.0.

dirselect

Whether to allow selection of directories.

dirselect is a BooleanProperty and defaults to True.

New in version 1.10.0.

popup

(internal) Used to store the current popup when it is shown.

popup is an ObjectProperty and defaults to None.

show_hidden

Whether to show ‘hidden’ filenames. What that means is operating-system-dependent.

show_hidden is an BooleanProperty and defaults to False.

New in version 1.10.0.

textinput

(internal) Used to store the current textinput from the popup and to listen for changes.

textinput is an ObjectProperty and defaults to None.

class kivy.uix.settings.SettingString(**kwargs)[source]

Bases: kivy.uix.settings.SettingItem

Implementation of a string setting on top of a SettingItem. It is visualized with a Label widget that, when clicked, will open a Popup with a Textinput so the user can enter a custom value.

popup

(internal) Used to store the current popup when it’s shown.

popup is an ObjectProperty and defaults to None.

textinput

(internal) Used to store the current textinput from the popup and to listen for changes.

textinput is an ObjectProperty and defaults to None.

class kivy.uix.settings.SettingTitle(**kwargs)[source]

Bases: kivy.uix.label.Label

A simple title label, used to organize the settings in sections.

class kivy.uix.settings.Settings(*args, **kargs)[source]

Bases: kivy.uix.boxlayout.BoxLayout

Settings UI. Check module documentation for more information on how to use this class.

Events:
on_config_change: ConfigParser instance, section, key, value

Fired when the section’s key-value pair of a ConfigParser changes.

on_close

Fired by the default panel when the Close button is pressed.

add_interface()[source]

(Internal) creates an instance of Settings.interface_cls, and sets it to interface. When json panels are created, they will be added to this interface which will display them to the user.

add_json_panel(title, config, filename=None, data=None)[source]

Create and add a new SettingsPanel using the configuration config with the JSON definition filename. If filename is not set, then the JSON definition is read from the data parameter instead.

Check the Create a panel from JSON section in the documentation for more information about JSON format and the usage of this function.

add_kivy_panel()[source]

Add a panel for configuring Kivy. This panel acts directly on the kivy configuration. Feel free to include or exclude it in your configuration.

See use_kivy_settings() for information on enabling/disabling the automatic kivy panel.

create_json_panel(title, config, filename=None, data=None)[source]

Create new SettingsPanel.

New in version 1.5.0.

Check the documentation of add_json_panel() for more information.

interface

(internal) Reference to the widget that will contain, organise and display the panel configuration panel widgets.

interface is an ObjectProperty and defaults to None.

interface_cls

The widget class that will be used to display the graphical interface for the settings panel. By default, it displays one Settings panel at a time with a sidebar to switch between them.

interface_cls is an ObjectProperty and defaults to InterfaceWithSidebar.

Changed in version 1.8.0: If you set a string, the Factory will be used to resolve the class.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

register_type(tp, cls)[source]

Register a new type that can be used in the JSON definition.

class kivy.uix.settings.SettingsPanel(**kwargs)[source]

Bases: kivy.uix.gridlayout.GridLayout

This class is used to construct panel settings, for use with a Settings instance or subclass.

config

A kivy.config.ConfigParser instance. See module documentation for more information.

get_value(section, key)[source]

Return the value of the section/key from the config ConfigParser instance. This function is used by SettingItem to get the value for a given section/key.

If you don’t want to use a ConfigParser instance, you might want to override this function.

settings

A Settings instance that will be used to fire the on_config_change event.

title

Title of the panel. The title will be reused by the Settings in the sidebar.

class kivy.uix.settings.SettingsWithNoMenu(*args, **kwargs)[source]

Bases: kivy.uix.settings.Settings

A settings widget that displays a single settings panel with no Close button. It will not accept more than one Settings panel. It is intended for use in programs with few enough settings that a full panel switcher is not useful.

Warning

This Settings panel does not provide a Close button, and so it is impossible to leave the settings screen unless you also add other behaviour or override display_settings() and close_settings().

class kivy.uix.settings.SettingsWithSidebar(*args, **kargs)[source]

Bases: kivy.uix.settings.Settings

A settings widget that displays settings panels with a sidebar to switch between them. This is the default behaviour of Settings, and this widget is a trivial wrapper subclass.

class kivy.uix.settings.SettingsWithSpinner(*args, **kwargs)[source]

Bases: kivy.uix.settings.Settings

A settings widget that displays one settings panel at a time with a spinner at the top to switch between them.

class kivy.uix.settings.SettingsWithTabbedPanel(*args, **kwargs)[source]

Bases: kivy.uix.settings.Settings

A settings widget that displays settings panels as pages in a TabbedPanel.

Slider

_images/slider.jpg

The Slider widget looks like a scrollbar. It supports horizontal and vertical orientations, min/max values and a default value.

To create a slider from -100 to 100 starting from 25:

from kivy.uix.slider import Slider
s = Slider(min=-100, max=100, value=25)

To create a vertical slider:

from kivy.uix.slider import Slider
s = Slider(orientation='vertical')

To create a slider with a red line tracking the value:

from kivy.uix.slider import Slider
s = Slider(value_track=True, value_track_color=[1, 0, 0, 1])

Kv Example:

BoxLayout:
    Slider:
        id: slider
        min: 0
        max: 100
        step: 1
        orientation: 'vertical'

    Label:
        text: str(slider.value)
class kivy.uix.slider.Slider(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Class for creating a Slider widget.

Check module documentation for more details.

background_disabled_horizontal

Background of the disabled slider used in the horizontal orientation.

New in version 1.10.0.

background_disabled_horizontal is a StringProperty and defaults to atlas://data/images/defaulttheme/sliderh_background_disabled.

background_disabled_vertical

Background of the disabled slider used in the vertical orientation.

New in version 1.10.0.

background_disabled_vertical is a StringProperty and defaults to atlas://data/images/defaulttheme/sliderv_background_disabled.

background_horizontal

Background of the slider used in the horizontal orientation.

New in version 1.10.0.

background_horizontal is a StringProperty and defaults to atlas://data/images/defaulttheme/sliderh_background.

background_vertical

Background of the slider used in the vertical orientation.

New in version 1.10.0.

background_vertical is a StringProperty and defaults to atlas://data/images/defaulttheme/sliderv_background.

background_width

Slider’s background’s width (thickness), used in both horizontal and vertical orientations.

background_width is a NumericProperty and defaults to 36sp.

border_horizontal

Border used to draw the slider background in horizontal orientation.

border_horizontal is a ListProperty and defaults to [0, 18, 0, 18].

border_vertical

Border used to draw the slider background in vertical orientation.

border_horizontal is a ListProperty and defaults to [18, 0, 18, 0].

cursor_disabled_image

Path of the image used to draw the disabled slider cursor.

cursor_image is a StringProperty and defaults to atlas://data/images/defaulttheme/slider_cursor_disabled.

cursor_height

Height of the cursor image.

cursor_height is a NumericProperty and defaults to 32sp.

cursor_image

Path of the image used to draw the slider cursor.

cursor_image is a StringProperty and defaults to atlas://data/images/defaulttheme/slider_cursor.

cursor_size

Size of the cursor image.

cursor_size is a ReferenceListProperty of (cursor_width, cursor_height) properties.

cursor_width

Width of the cursor image.

cursor_width is a NumericProperty and defaults to 32sp.

max

Maximum value allowed for value.

max is a NumericProperty and defaults to 100.

min

Minimum value allowed for value.

min is a NumericProperty and defaults to 0.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

orientation

Orientation of the slider.

orientation is an OptionProperty and defaults to ‘horizontal’. Can take a value of ‘vertical’ or ‘horizontal’.

padding

Padding of the slider. The padding is used for graphical representation and interaction. It prevents the cursor from going out of the bounds of the slider bounding box.

By default, padding is 16sp. The range of the slider is reduced from padding *2 on the screen. It allows drawing the default cursor of 32sp width without having the cursor go out of the widget.

padding is a NumericProperty and defaults to 16sp.

range

Range of the slider in the format (minimum value, maximum value):

>>> slider = Slider(min=10, max=80)
>>> slider.range
[10, 80]
>>> slider.range = (20, 100)
>>> slider.min
20
>>> slider.max
100

range is a ReferenceListProperty of (min, max) properties.

sensitivity

Whether the touch collides with the whole body of the widget or with the slider handle part only.

New in version 1.10.1.

sensitivity is a OptionProperty and defaults to ‘all’. Can take a value of ‘all’ or ‘handle’.

step

Step size of the slider.

New in version 1.4.0.

Determines the size of each interval or step the slider takes between min and max. If the value range can’t be evenly divisible by step the last step will be capped by slider.max. A zero value will result in the smallest possible intervals/steps, calculated from the (pixel) position of the slider.

step is a NumericProperty and defaults to 0.

value

Current value used for the slider.

value is a NumericProperty and defaults to 0.

value_normalized

Normalized value inside the range (min/max) to 0-1 range:

>>> slider = Slider(value=50, min=0, max=100)
>>> slider.value
50
>>> slider.value_normalized
0.5
>>> slider.value = 0
>>> slider.value_normalized
0
>>> slider.value = 100
>>> slider.value_normalized
1

You can also use it for setting the real value without knowing the minimum and maximum:

>>> slider = Slider(min=0, max=200)
>>> slider.value_normalized = .5
>>> slider.value
100
>>> slider.value_normalized = 1.
>>> slider.value
200

value_normalized is an AliasProperty.

value_pos

Position of the internal cursor, based on the normalized value.

value_pos is an AliasProperty.

value_track

Decides if slider should draw the line indicating the space between min and value properties values.

value_track is a BooleanProperty and defaults to False.

value_track_color

Color of the value_line in rgba format.

value_track_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

value_track_width

Width of the track line.

value_track_width is a NumericProperty and defaults to 3dp.

Spinner

New in version 1.4.0.

_images/spinner.jpg

Spinner is a widget that provides a quick way to select one value from a set. In the default state, a spinner shows its currently selected value. Touching the spinner displays a dropdown menu with all the other available values from which the user can select a new one.

Example:

from kivy.base import runTouchApp
from kivy.uix.spinner import Spinner

spinner = Spinner(
    # default value shown
    text='Home',
    # available values
    values=('Home', 'Work', 'Other', 'Custom'),
    # just for positioning in our example
    size_hint=(None, None),
    size=(100, 44),
    pos_hint={'center_x': .5, 'center_y': .5})

def show_selected_value(spinner, text):
    print('The spinner', spinner, 'has text', text)

spinner.bind(text=show_selected_value)

runTouchApp(spinner)

Kv Example:

FloatLayout:
    Spinner:
        size_hint: None, None
        size: 100, 44
        pos_hint: {'center': (.5, .5)}
        text: 'Home'
        values: 'Home', 'Work', 'Other', 'Custom'
        on_text:
            print("The spinner {} has text {}".format(self, self.text))
class kivy.uix.spinner.Spinner(**kwargs)[source]

Bases: kivy.uix.button.Button

Spinner class, see module documentation for more information.

dropdown_cls

Class used to display the dropdown list when the Spinner is pressed.

dropdown_cls is an ObjectProperty and defaults to DropDown.

Changed in version 1.8.0: If set to a string, the Factory will be used to resolve the class name.

is_open

By default, the spinner is not open. Set to True to open it.

is_open is a BooleanProperty and defaults to False.

New in version 1.4.0.

option_cls

Class used to display the options within the dropdown list displayed under the Spinner. The text property of the class will be used to represent the value.

The option class requires:

  • a text property, used to display the value.

  • an on_release event, used to trigger the option when pressed/touched.

  • a size_hint_y of None.

  • the height to be set.

option_cls is an ObjectProperty and defaults to SpinnerOption.

Changed in version 1.8.0: If you set a string, the Factory will be used to resolve the class.

sync_height

Each element in a dropdown list uses a default/user-supplied height. Set to True to propagate the Spinner’s height value to each dropdown list element.

New in version 1.10.0.

sync_height is a BooleanProperty and defaults to False.

text_autoupdate

Indicates if the spinner’s text should be automatically updated with the first value of the values property. Setting it to True will cause the spinner to update its text property every time attr:values are changed.

New in version 1.10.0.

text_autoupdate is a BooleanProperty and defaults to False.

values

Values that can be selected by the user. It must be a list of strings.

values is a ListProperty and defaults to [].

class kivy.uix.spinner.SpinnerOption(**kwargs)[source]

Bases: kivy.uix.button.Button

Special button used in the Spinner dropdown list. By default, this is just a Button with a size_hint_y of None and a height of 48dp.

Splitter

New in version 1.5.0.

_images/splitter.jpg

The Splitter is a widget that helps you re-size its child widget/layout by letting you re-size it via dragging the boundary or double tapping the boundary. This widget is similar to the ScrollView in that it allows only one child widget.

Usage:

splitter = Splitter(sizable_from = 'right')
splitter.add_widget(layout_or_widget_instance)
splitter.min_size = 100
splitter.max_size = 250

To change the size of the strip/border used for resizing:

splitter.strip_size = '10pt'

To change its appearance:

splitter.strip_cls = your_custom_class

You can also change the appearance of the strip_cls, which defaults to SplitterStrip, by overriding the kv rule in your app:

<SplitterStrip>:
    horizontal: True if self.parent and self.parent.sizable_from[0] in ('t', 'b') else False
    background_normal: 'path to normal horizontal image' if self.horizontal else 'path to vertical normal image'
    background_down: 'path to pressed horizontal image' if self.horizontal else 'path to vertical pressed image'
class kivy.uix.splitter.Splitter(**kwargs)[source]

Bases: kivy.uix.boxlayout.BoxLayout

See module documentation.

Events:
on_press:

Fired when the splitter is pressed.

on_release:

Fired when the splitter is released.

Changed in version 1.6.0: Added on_press and on_release events.

add_widget(widget, index=0, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
border

Border used for the BorderImage graphics instruction.

This must be a list of four values: (bottom, right, top, left). Read the BorderImage instructions for more information about how to use it.

border is a ListProperty and defaults to (4, 4, 4, 4).

clear_widgets(*args, **kwargs)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

keep_within_parent

If True, will limit the splitter to stay within its parent widget.

keep_within_parent is a BooleanProperty and defaults to False.

New in version 1.9.0.

max_size

Specifies the maximum size beyond which the widget is not resizable.

max_size is a NumericProperty and defaults to 500pt.

min_size

Specifies the minimum size beyond which the widget is not resizable.

min_size is a NumericProperty and defaults to 100pt.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
rescale_with_parent

If True, will automatically change size to take up the same proportion of the parent widget when it is resized, while staying within min_size and max_size. As long as these attributes can be satisfied, this stops the Splitter from exceeding the parent size during rescaling.

rescale_with_parent is a BooleanProperty and defaults to False.

New in version 1.9.0.

sizable_from

Specifies whether the widget is resizable. Options are: left, right, top or bottom

sizable_from is an OptionProperty and defaults to left.

strip_cls

Specifies the class of the resize Strip.

strip_cls is an kivy.properties.ObjectProperty and defaults to SplitterStrip, which is of type Button.

Changed in version 1.8.0: If you set a string, the Factory will be used to resolve the class.

strip_size

Specifies the size of resize strip

strp_size is a NumericProperty defaults to 10pt

Stack Layout

_images/stacklayout.gif

New in version 1.0.5.

The StackLayout arranges children vertically or horizontally, as many as the layout can fit. The size of the individual children widgets do not have to be uniform.

For example, to display widgets that get progressively larger in width:

root = StackLayout()
for i in range(25):
    btn = Button(text=str(i), width=40 + i * 5, size_hint=(None, 0.15))
    root.add_widget(btn)
_images/stacklayout_sizing.png
class kivy.uix.stacklayout.StackLayout(**kwargs)[source]

Bases: kivy.uix.layout.Layout

Stack layout class. See module documentation for more information.

do_layout(*largs)[source]

This function is called when a layout is called by a trigger. If you are writing a new Layout subclass, don’t call this function directly but use _trigger_layout() instead.

The function is by default called before the next frame, therefore the layout isn’t updated immediately. Anything depending on the positions of e.g. children should be scheduled for the next frame.

New in version 1.0.8.

minimum_height

Minimum height needed to contain all children. It is automatically set by the layout.

New in version 1.0.8.

minimum_height is a kivy.properties.NumericProperty and defaults to 0.

minimum_size

Minimum size needed to contain all children. It is automatically set by the layout.

New in version 1.0.8.

minimum_size is a ReferenceListProperty of (minimum_width, minimum_height) properties.

minimum_width

Minimum width needed to contain all children. It is automatically set by the layout.

New in version 1.0.8.

minimum_width is a kivy.properties.NumericProperty and defaults to 0.

orientation

Orientation of the layout.

orientation is an OptionProperty and defaults to ‘lr-tb’.

Valid orientations are ‘lr-tb’, ‘tb-lr’, ‘rl-tb’, ‘tb-rl’, ‘lr-bt’, ‘bt-lr’, ‘rl-bt’ and ‘bt-rl’.

Changed in version 1.5.0: orientation now correctly handles all valid combinations of ‘lr’,’rl’,’tb’,’bt’. Before this version only ‘lr-tb’ and ‘tb-lr’ were supported, and ‘tb-lr’ was misnamed and placed widgets from bottom to top and from right to left (reversed compared to what was expected).

Note

‘lr’ means Left to Right. ‘rl’ means Right to Left. ‘tb’ means Top to Bottom. ‘bt’ means Bottom to Top.

padding

Padding between the layout box and it’s children: [padding_left, padding_top, padding_right, padding_bottom].

padding also accepts a two argument form [padding_horizontal, padding_vertical] and a single argument form [padding].

Changed in version 1.7.0: Replaced the NumericProperty with a VariableListProperty.

padding is a VariableListProperty and defaults to [0, 0, 0, 0].

spacing

Spacing between children: [spacing_horizontal, spacing_vertical].

spacing also accepts a single argument form [spacing].

spacing is a VariableListProperty and defaults to [0, 0].

Stencil View

_images/stencilview.gif

New in version 1.0.4.

StencilView limits the drawing of child widgets to the StencilView’s bounding box. Any drawing outside the bounding box will be clipped (trashed).

The StencilView uses the stencil graphics instructions under the hood. It provides an efficient way to clip the drawing area of children.

Note

As with the stencil graphics instructions, you cannot stack more than 128 stencil-aware widgets.

Note

StencilView is not a layout. Consequently, you have to manage the size and position of its children directly. You can combine (subclass both) a StencilView and a Layout in order to achieve a layout’s behavior. For example:

class BoxStencil(BoxLayout, StencilView):
    pass
class kivy.uix.stencilview.StencilView(**kwargs)[source]

Bases: kivy.uix.widget.Widget

StencilView class. See module documentation for more information.

Switch

New in version 1.0.7.

_images/switch-on.jpg _images/switch-off.jpg

The Switch widget is active or inactive, like a mechanical light switch. The user can swipe to the left/right to activate/deactivate it:

switch = Switch(active=True)

To attach a callback that listens to the activation state:

def callback(instance, value):
    print('the switch', instance, 'is', value)

switch = Switch()
switch.bind(active=callback)

By default, the representation of the widget is static. The minimum size required is 83x32 pixels (defined by the background image). The image is centered within the widget.

The entire widget is active, not just the part with graphics. As long as you swipe over the widget’s bounding box, it will work.

Note

If you want to control the state with a single touch instead of a swipe, use the ToggleButton instead.

Kv Example:

BoxLayout:
    Label:
        text: 'power up'
    Switch:
        id: switch
    Label:
        text: 'woooooooooooh' if switch.active else ''
class kivy.uix.switch.Switch(**kwargs)[source]

Bases: kivy.uix.widget.Widget

Switch class. See module documentation for more information.

active

Indicate whether the switch is active or inactive.

active is a BooleanProperty and defaults to False.

active_norm_pos

(internal) Contains the normalized position of the movable element inside the switch, in the 0-1 range.

active_norm_pos is a NumericProperty and defaults to 0.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

touch_control

(internal) Contains the touch that currently interacts with the switch.

touch_control is an ObjectProperty and defaults to None.

touch_distance

(internal) Contains the distance between the initial position of the touch and the current position to determine if the swipe is from the left or right.

touch_distance is a NumericProperty and defaults to 0.

TabbedPanel

_images/tabbed_panel.jpg

New in version 1.3.0.

The TabbedPanel widget manages different widgets in tabs, with a header area for the actual tab buttons and a content area for showing the current tab content.

The TabbedPanel provides one default tab.

Simple example
'''
TabbedPanel
============

Test of the widget TabbedPanel.
'''

from kivy.app import App
from kivy.uix.tabbedpanel import TabbedPanel
from kivy.lang import Builder

Builder.load_string("""

<Test>:
    size_hint: .5, .5
    pos_hint: {'center_x': .5, 'center_y': .5}
    do_default_tab: False

    TabbedPanelItem:
        text: 'first tab'
        Label:
            text: 'First tab content area'
    TabbedPanelItem:
        text: 'tab2'
        BoxLayout:
            Label:
                text: 'Second tab content area'
            Button:
                text: 'Button that does nothing'
    TabbedPanelItem:
        text: 'tab3'
        RstDocument:
            text:
                '\\n'.join(("Hello world", "-----------",
                "You are in the third tab."))

""")


class Test(TabbedPanel):
    pass


class TabbedPanelApp(App):
    def build(self):
        return Test()


if __name__ == '__main__':
    TabbedPanelApp().run()

Note

A new class TabbedPanelItem has been introduced in 1.5.0 for convenience. So now one can simply add a TabbedPanelItem to a TabbedPanel and content to the TabbedPanelItem as in the example provided above.

Customize the Tabbed Panel

You can choose the position in which the tabs are displayed:

tab_pos = 'top_mid'

An individual tab is called a TabbedPanelHeader. It is a special button containing a content property. You add the TabbedPanelHeader first, and set its content property separately:

tp = TabbedPanel()
th = TabbedPanelHeader(text='Tab2')
tp.add_widget(th)

An individual tab, represented by a TabbedPanelHeader, needs its content set. This content can be any widget. It could be a layout with a deep hierarchy of widgets, or it could be an individual widget, such as a label or a button:

th.content = your_content_instance

There is one “shared” main content area active at any given time, for all the tabs. Your app is responsible for adding the content of individual tabs and for managing them, but it’s not responsible for content switching. The tabbed panel handles switching of the main content object as per user action.

There is a default tab added when the tabbed panel is instantiated. Tabs that you add individually as above, are added in addition to the default tab. Thus, depending on your needs and design, you will want to customize the default tab:

tp.default_tab_text = 'Something Specific To Your Use'

The default tab machinery requires special consideration and management. Accordingly, an on_default_tab event is provided for associating a callback:

tp.bind(default_tab = my_default_tab_callback)

It’s important to note that by default, default_tab_cls is of type TabbedPanelHeader and thus has the same properties as other tabs.

Since 1.5.0, it is now possible to disable the creation of the default_tab by setting do_default_tab to False.

Tabs and content can be removed in several ways:

tp.remove_widget(widget/tabbed_panel_header)
or
tp.clear_widgets() # to clear all the widgets in the content area
or
tp.clear_tabs() # to remove the TabbedPanelHeaders

To access the children of the tabbed panel, use content.children:

tp.content.children

To access the list of tabs:

tp.tab_list

To change the appearance of the main tabbed panel content:

background_color = (1, 0, 0, .5) #50% translucent red
border = [0, 0, 0, 0]
background_image = 'path/to/background/image'

To change the background of a individual tab, use these two properties:

tab_header_instance.background_normal = 'path/to/tab_head/img'
tab_header_instance.background_down = 'path/to/tab_head/img_pressed'

A TabbedPanelStrip contains the individual tab headers. To change the appearance of this tab strip, override the canvas of TabbedPanelStrip. For example, in the kv language:

<TabbedPanelStrip>
    canvas:
        Color:
            rgba: (0, 1, 0, 1) # green
        Rectangle:
            size: self.size
            pos: self.pos

By default the tabbed panel strip takes its background image and color from the tabbed panel’s background_image and background_color.

class kivy.uix.tabbedpanel.StripLayout(**kwargs)[source]

Bases: kivy.uix.gridlayout.GridLayout

The main layout that is used to house the entire tabbedpanel strip including the blank areas in case the tabs don’t cover the entire width/height.

New in version 1.8.0.

background_image

Background image to be used for the Strip layout of the TabbedPanel.

background_image is a StringProperty and defaults to a transparent image.

border

Border property for the background_image.

border is a ListProperty and defaults to [4, 4, 4, 4]

class kivy.uix.tabbedpanel.TabbedPanel(**kwargs)[source]

Bases: kivy.uix.gridlayout.GridLayout

The TabbedPanel class. See module documentation for more information.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
background_color

Background color, in the format (r, g, b, a).

background_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

background_disabled_image

Background image of the main shared content object when disabled.

New in version 1.8.0.

background_disabled_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/tab’.

background_image

Background image of the main shared content object.

background_image is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/tab’.

bar_width

Width of the horizontal scroll bar. The width is interpreted as a height for the horizontal bar.

New in version 2.2.0.

bar_width is a NumericProperty and defaults to 2.

border

Border used for BorderImage graphics instruction, used itself for background_image. Can be changed for a custom background.

It must be a list of four values: (bottom, right, top, left). Read the BorderImage instructions for more information.

border is a ListProperty and defaults to (16, 16, 16, 16)

clear_widgets(*args, **kwargs)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

content

This is the object holding (current_tab’s content is added to this) the content of the current tab. To Listen to the changes in the content of the current tab, you should bind to current_tabs content property.

content is an ObjectProperty and defaults to ‘None’.

current_tab

Links to the currently selected or active tab.

New in version 1.4.0.

current_tab is an AliasProperty, read-only.

default_tab

Holds the default tab.

Note

For convenience, the automatically provided default tab is deleted when you change default_tab to something else. As of 1.5.0, this behaviour has been extended to every default_tab for consistency and not just the automatically provided one.

default_tab is an AliasProperty.

default_tab_cls

Specifies the class to use for the styling of the default tab.

New in version 1.4.0.

Warning

default_tab_cls should be subclassed from TabbedPanelHeader

default_tab_cls is an ObjectProperty and defaults to TabbedPanelHeader. If you set a string, the Factory will be used to resolve the class.

Changed in version 1.8.0: The Factory will resolve the class if a string is set.

default_tab_content

Holds the default tab content.

default_tab_content is an AliasProperty.

default_tab_text

Specifies the text displayed on the default tab header.

default_tab_text is a StringProperty and defaults to ‘default tab’.

do_default_tab

Specifies whether a default_tab head is provided.

New in version 1.5.0.

do_default_tab is a BooleanProperty and defaults to ‘True’.

remove_widget(widget, *args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
scroll_type

Sets the type of scrolling to use for the content of the scrollview. Available options are: [‘content’], [‘bars’], [‘bars’, ‘content’].

New in version 2.2.0.

scroll_type is an OptionProperty and defaults to [‘content’].

strip_border

Border to be used on strip_image.

New in version 1.8.0.

strip_border is a ListProperty and defaults to [4, 4, 4, 4].

strip_image

Background image of the tabbed strip.

New in version 1.8.0.

strip_image is a StringProperty and defaults to a empty image.

switch_to(header, do_scroll=False)[source]

Switch to a specific panel header.

Changed in version 1.10.0.

If used with do_scroll=True, it scrolls to the header’s tab too.

switch_to() cannot be called from within the TabbedPanel or its subclass’ __init__ method. If that is required, use the Clock to schedule it. See discussion for full example.

tab_height

Specifies the height of the tab header.

tab_height is a NumericProperty and defaults to 40.

tab_list

List of all the tab headers.

tab_list is an AliasProperty and is read-only.

tab_pos

Specifies the position of the tabs relative to the content. Can be one of: left_top, left_mid, left_bottom, top_left, top_mid, top_right, right_top, right_mid, right_bottom, bottom_left, bottom_mid, bottom_right.

tab_pos is an OptionProperty and defaults to ‘top_left’.

tab_width

Specifies the width of the tab header.

tab_width is a NumericProperty and defaults to 100.

class kivy.uix.tabbedpanel.TabbedPanelContent(**kwargs)[source]

Bases: kivy.uix.floatlayout.FloatLayout

The TabbedPanelContent class.

exception kivy.uix.tabbedpanel.TabbedPanelException[source]

Bases: Exception

The TabbedPanelException class.

class kivy.uix.tabbedpanel.TabbedPanelHeader(**kwargs)[source]

Bases: kivy.uix.togglebutton.ToggleButton

A Base for implementing a Tabbed Panel Head. A button intended to be used as a Heading/Tab for a TabbedPanel widget.

You can use this TabbedPanelHeader widget to add a new tab to a TabbedPanel.

content

Content to be loaded when this tab header is selected.

content is an ObjectProperty and defaults to None.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

class kivy.uix.tabbedpanel.TabbedPanelItem(**kwargs)[source]

Bases: kivy.uix.tabbedpanel.TabbedPanelHeader

This is a convenience class that provides a header of type TabbedPanelHeader and links it with the content automatically. Thus facilitating you to simply do the following in kv language:

<TabbedPanel>:
    # ...other settings
    TabbedPanelItem:
        BoxLayout:
            Label:
                text: 'Second tab content area'
            Button:
                text: 'Button that does nothing'

New in version 1.5.0.

add_widget(widget, *args, **kwargs)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
remove_widget(*args, **kwargs)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
class kivy.uix.tabbedpanel.TabbedPanelStrip(**kwargs)[source]

Bases: kivy.uix.gridlayout.GridLayout

A strip intended to be used as background for Heading/Tab. This does not cover the blank areas in case the tabs don’t cover the entire width/height of the TabbedPanel(use StripLayout for that).

tabbed_panel

Link to the panel that the tab strip is a part of.

tabbed_panel is an ObjectProperty and defaults to None .

Text Input

New in version 1.0.4.

_images/textinput-mono.jpg _images/textinput-multi.jpg

The TextInput widget provides a box for editable plain text.

Unicode, multiline, cursor navigation, selection and clipboard features are supported.

The TextInput uses two different coordinate systems:

  • (x, y) - coordinates in pixels, mostly used for rendering on screen.

  • (col, row) - cursor index in characters / lines, used for selection and cursor movement.

Usage example

To create a multiline TextInput (the ‘enter’ key adds a new line):

from kivy.uix.textinput import TextInput
textinput = TextInput(text='Hello world')

To create a singleline TextInput, set the TextInput.multiline property to False (the ‘enter’ key will defocus the TextInput and emit an TextInput.on_text_validate() event):

def on_enter(instance, value):
    print('User pressed enter in', instance)

textinput = TextInput(text='Hello world', multiline=False)
textinput.bind(on_text_validate=on_enter)

The textinput’s text is stored in its TextInput.text property. To run a callback when the text changes:

def on_text(instance, value):
    print('The widget', instance, 'have:', value)

textinput = TextInput()
textinput.bind(text=on_text)

You can set the focus to a Textinput, meaning that the input box will be highlighted and keyboard focus will be requested:

textinput = TextInput(focus=True)

The textinput is defocused if the ‘escape’ key is pressed, or if another widget requests the keyboard. You can bind a callback to the focus property to get notified of focus changes:

def on_focus(instance, value):
    if value:
        print('User focused', instance)
    else:
        print('User defocused', instance)

textinput = TextInput()
textinput.bind(focus=on_focus)

See FocusBehavior, from which the TextInput inherits, for more details.

Selection

The selection is automatically updated when the cursor position changes. You can get the currently selected text from the TextInput.selection_text property.

Filtering

You can control which text can be added to the TextInput by overwriting TextInput.insert_text(). Every string that is typed, pasted or inserted by any other means into the TextInput is passed through this function. By overwriting it you can reject or change unwanted characters.

For example, to write only in capitalized characters:

class CapitalInput(TextInput):

    def insert_text(self, substring, from_undo=False):
        s = substring.upper()
        return super().insert_text(s, from_undo=from_undo)

Or to only allow floats (0 - 9 and a single period):

class FloatInput(TextInput):

    pat = re.compile('[^0-9]')
    def insert_text(self, substring, from_undo=False):
        pat = self.pat
        if '.' in self.text:
            s = re.sub(pat, '', substring)
        else:
            s = '.'.join(
                re.sub(pat, '', s)
                for s in substring.split('.', 1)
            )
        return super().insert_text(s, from_undo=from_undo)
Default shortcuts

Shortcuts

Description

Left

Move cursor to left

Right

Move cursor to right

Up

Move cursor to up

Down

Move cursor to down

Home

Move cursor at the beginning of the line

End

Move cursor at the end of the line

PageUp

Move cursor to 3 lines before

PageDown

Move cursor to 3 lines after

Backspace

Delete the selection or character before the cursor

Del

Delete the selection of character after the cursor

Shift + <dir>

Start a text selection. Dir can be Up, Down, Left or Right

Control + c

Copy selection

Control + x

Cut selection

Control + v

Paste clipboard content

Control + a

Select all the content

Control + z

undo

Control + r

redo

Note

To enable Emacs-style keyboard shortcuts, you can use EmacsBehavior.

class kivy.uix.textinput.TextInput(**kwargs)[source]

Bases: kivy.uix.behaviors.focus.FocusBehavior, kivy.uix.widget.Widget

TextInput class. See module documentation for more information.

Events:
on_text_validate

Fired only in multiline=False mode when the user hits ‘enter’. This will also unfocus the textinput.

on_double_tap

Fired when a double tap happens in the text input. The default behavior selects the text around the cursor position. More info at on_double_tap().

on_triple_tap

Fired when a triple tap happens in the text input. The default behavior selects the line around the cursor position. More info at on_triple_tap().

on_quad_touch

Fired when four fingers are touching the text input. The default behavior selects the whole text. More info at on_quad_touch().

Warning

When changing a TextInput property that requires re-drawing, e.g. modifying the text, the updates occur on the next clock cycle and not instantly. This might cause any changes to the TextInput that occur between the modification and the next cycle to be ignored, or to use previous values. For example, after a update to the text, changing the cursor in the same clock frame will move it using the previous text and will likely end up in an incorrect position. The solution is to schedule any updates to occur on the next clock cycle using schedule_once().

Note

Selection is cancelled when TextInput is focused. If you need to show selection when TextInput is focused, you should delay (use Clock.schedule) the call to the functions for selecting text (select_all, select_text).

Changed in version 1.10.0: background_disabled_active has been removed.

Changed in version 1.9.0: TextInput now inherits from FocusBehavior. keyboard_mode, show_keyboard(), hide_keyboard(), focus(), and input_type have been removed since they are now inherited from FocusBehavior.

Changed in version 1.7.0: on_double_tap, on_triple_tap and on_quad_touch events added.

Changed in version 2.1.0: keyboard_suggestions is now inherited from FocusBehavior.

allow_copy

Decides whether to allow copying the text.

New in version 1.8.0.

allow_copy is a BooleanProperty and defaults to True.

auto_indent

Automatically indent multiline text.

New in version 1.7.0.

auto_indent is a BooleanProperty and defaults to False.

background_active

Background image of the TextInput when it’s in focus.

New in version 1.4.1.

background_active is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/textinput_active’.

background_color

Current color of the background, in (r, g, b, a) format.

New in version 1.2.0.

background_color is a ColorProperty and defaults to [1, 1, 1, 1] (white).

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

background_disabled_normal

Background image of the TextInput when disabled.

New in version 1.8.0.

background_disabled_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/textinput_disabled’.

background_normal

Background image of the TextInput when it’s not in focus.

New in version 1.4.1.

background_normal is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/textinput’.

base_direction

Base direction of text, this impacts horizontal alignment when halign is auto (the default). Available options are: None, “ltr” (left to right), “rtl” (right to left) plus “weak_ltr” and “weak_rtl”.

Note

This feature requires the Pango text provider.

Note

Weak modes are currently not implemented in Kivy text layout, and have the same effect as setting strong mode.

New in version 1.10.1.

base_direction is an OptionProperty and defaults to None (autodetect RTL if possible, otherwise LTR).

border

Border used for BorderImage graphics instruction. Used with background_normal and background_active. Can be used for a custom background.

New in version 1.4.1.

It must be a list of four values: (bottom, right, top, left). Read the BorderImage instruction for more information about how to use it.

border is a ListProperty and defaults to (4, 4, 4, 4).

cancel_selection()[source]

Cancel current selection (if any).

copy(data='')[source]

Copy the value provided in argument data into current clipboard. If data is not of type string it will be converted to string. If no data is provided then current selection if present is copied.

New in version 1.8.0.

cursor

Tuple of (col, row) values indicating the current cursor position. You can set a new (col, row) if you want to move the cursor. The scrolling area will be automatically updated to ensure that the cursor is visible inside the viewport.

cursor is an AliasProperty.

This property is used to set whether the graphic cursor should blink or not.

Changed in version 1.10.1: cursor_blink has been refactored to enable switching the blinking on/off and the previous behavior has been moved to a private _cursor_blink property. The previous default value False has been changed to True.

cursor_blink is a BooleanProperty and defaults to True.

cursor_col

Current column of the cursor.

cursor_col is an AliasProperty to cursor[0], read-only.

cursor_color

Current color of the cursor, in (r, g, b, a) format.

New in version 1.9.0.

cursor_color is a ColorProperty and defaults to [1, 0, 0, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

cursor_index(cursor=None)[source]

Return the cursor index in the text/value.

cursor_offset()[source]

Get the cursor x offset on the current line.

cursor_pos

Current position of the cursor, in (x, y).

cursor_pos is an AliasProperty, read-only.

cursor_row

Current row of the cursor.

cursor_row is an AliasProperty to cursor[1], read-only.

cursor_width

Current width of the cursor.

New in version 1.10.0.

cursor_width is a NumericProperty and defaults to ‘1sp’.

cut()[source]

Copy current selection to clipboard then delete it from TextInput.

New in version 1.8.0.

delete_selection(from_undo=False)[source]

Delete the current text selection (if any).

disabled_foreground_color

Current color of the foreground when disabled, in (r, g, b, a) format.

New in version 1.8.0.

disabled_foreground_color is a ColorProperty and defaults to [0, 0, 0, 5] (50% transparent black).

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

do_backspace(from_undo=False, mode='bkspc')[source]

Do backspace operation from the current cursor position. This action might do several things:

  • removing the current selection if available.

  • removing the previous char and move the cursor back.

  • do nothing, if we are at the start.

do_cursor_movement(action, control=False, alt=False)[source]

Move the cursor relative to its current position. Action can be one of :

  • cursor_left: move the cursor to the left

  • cursor_right: move the cursor to the right

  • cursor_up: move the cursor on the previous line

  • cursor_down: move the cursor on the next line

  • cursor_home: move the cursor at the start of the current line

  • cursor_end: move the cursor at the end of current line

  • cursor_pgup: move one “page” before

  • cursor_pgdown: move one “page” after

In addition, the behavior of certain actions can be modified:

  • control + cursor_left: move the cursor one word to the left

  • control + cursor_right: move the cursor one word to the right

  • control + cursor_up: scroll up one line

  • control + cursor_down: scroll down one line

  • control + cursor_home: go to beginning of text

  • control + cursor_end: go to end of text

  • alt + cursor_up: shift line(s) up

  • alt + cursor_down: shift line(s) down

Changed in version 1.9.1.

do_redo()[source]

Do redo operation.

New in version 1.3.0.

This action re-does any command that has been un-done by do_undo/ctrl+z. This function is automatically called when ctrl+r keys are pressed.

do_undo()[source]

Do undo operation.

New in version 1.3.0.

This action un-does any edits that have been made since the last call to reset_undo(). This function is automatically called when ctrl+z keys are pressed.

do_wrap

If True, and the text is multiline, then lines larger than the width of the widget will wrap around to the next line, avoiding the need for horizontal scrolling. Disabling this option ensure one line is always displayed as one line.

do_wrap is a BooleanProperty and defaults to True.

versionadded:: 2.1.0

font_context

Font context. None means the font is used in isolation, so you are guaranteed to be drawing with the TTF file resolved by font_name. Specifying a value here will load the font file into a named context, enabling fallback between all fonts in the same context. If a font context is set, you are not guaranteed that rendering will actually use the specified TTF file for all glyphs (Pango will pick the one it thinks is best).

If Kivy is linked against a system-wide installation of FontConfig, you can load the system fonts by specifying a font context starting with the special string system://. This will load the system fontconfig configuration, and add your application-specific fonts on top of it (this imposes a significant risk of family name collision, Pango may not use your custom font file, but pick one from the system)

Note

This feature requires the Pango text provider.

New in version 1.10.1.

font_context is a StringProperty and defaults to None.

font_family

Font family, this is only applicable when using font_context option. The specified font family will be requested, but note that it may not be available, or there could be multiple fonts registered with the same family. The value can be a family name (string) available in the font context (for example a system font in a system:// context, or a custom font file added using kivy.core.text.FontContextManager). If set to None, font selection is controlled by the font_name setting.

Note

If using font_name to reference a custom font file, you should leave this as None. The family name is managed automatically in this case.

Note

This feature requires the Pango text provider.

New in version 1.10.1.

font_family is a StringProperty and defaults to None.

font_name

Filename of the font to use. The path can be absolute or relative. Relative paths are resolved by the resource_find() function.

Warning

Depending on your text provider, the font file may be ignored. However, you can mostly use this without problems.

If the font used lacks the glyphs for the particular language/symbols you are using, you will see ‘[]’ blank box characters instead of the actual glyphs. The solution is to use a font that has the glyphs you need to display. For example, to display unicodechar, use a font like freesans.ttf that has the glyph.

font_name is a StringProperty and defaults to ‘Roboto’. This value is taken from Config.

font_size

Font size of the text in pixels.

font_size is a NumericProperty and defaults to 15 sp.

foreground_color

Current color of the foreground, in (r, g, b, a) format.

New in version 1.2.0.

foreground_color is a ColorProperty and defaults to [0, 0, 0, 1] (black).

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

get_cursor_from_index(index)[source]

Return the (col, row) of the cursor from text index.

get_cursor_from_xy(x, y)[source]

Return the (col, row) of the cursor from an (x, y) position.

halign

Horizontal alignment of the text.

halign is an OptionProperty and defaults to ‘auto’. Available options are : auto, left, center and right. Auto will attempt to autodetect horizontal alignment for RTL text (Pango only), otherwise it behaves like left.

New in version 1.10.1.

handle_image_left

Image used to display the Left handle on the TextInput for selection.

New in version 1.8.0.

handle_image_left is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/selector_left’.

handle_image_middle

Image used to display the middle handle on the TextInput for cursor positioning.

New in version 1.8.0.

handle_image_middle is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/selector_middle’.

handle_image_right

Image used to display the Right handle on the TextInput for selection.

New in version 1.8.0.

handle_image_right is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/selector_right’.

hint_text

Hint text of the widget, shown if text is ‘’.

New in version 1.6.0.

Changed in version 1.10.0: The property is now an AliasProperty and byte values are decoded to strings. The hint text will stay visible when the widget is focused.

hint_text a AliasProperty and defaults to ‘’.

hint_text_color

Current color of the hint_text text, in (r, g, b, a) format.

New in version 1.6.0.

hint_text_color is a ColorProperty and defaults to [0.5, 0.5, 0.5, 1.0] (grey).

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

input_filter

Filters the input according to the specified mode, if not None. If None, no filtering is applied.

New in version 1.9.0.

input_filter is an ObjectProperty and defaults to None. Can be one of None, ‘int’ (string), or ‘float’ (string), or a callable. If it is ‘int’, it will only accept numbers. If it is ‘float’ it will also accept a single period. Finally, if it is a callable it will be called with two parameters; the string to be added and a bool indicating whether the string is a result of undo (True). The callable should return a new substring that will be used instead.

insert_text(substring, from_undo=False)[source]

Insert new text at the current cursor position. Override this function in order to pre-process text for input validation.

keyboard_on_key_down(window, keycode, text, modifiers)[source]

The method bound to the keyboard when the instance has focus.

When the instance becomes focused, this method is bound to the keyboard and will be called for every input press. The parameters are the same as kivy.core.window.WindowBase.on_key_down().

When overwriting the method in the derived widget, super should be called to enable tab cycling. If the derived widget wishes to use tab for its own purposes, it can call super after it has processed the character (if it does not wish to consume the tab).

Similar to other keyboard functions, it should return True if the key was consumed.

keyboard_on_key_up(window, keycode)[source]

The method bound to the keyboard when the instance has focus.

When the instance becomes focused, this method is bound to the keyboard and will be called for every input release. The parameters are the same as kivy.core.window.WindowBase.on_key_up().

When overwriting the method in the derived widget, super should be called to enable de-focusing on escape. If the derived widget wishes to use escape for its own purposes, it can call super after it has processed the character (if it does not wish to consume the escape).

See keyboard_on_key_down()

line_height

Height of a line. This property is automatically computed from the font_name, font_size. Changing the line_height will have no impact.

Note

line_height is the height of a single line of text. Use minimum_height, which also includes padding, to get the height required to display the text properly.

line_height is a NumericProperty, read-only.

line_spacing

Space taken up between the lines.

New in version 1.8.0.

line_spacing is a NumericProperty and defaults to 0.

lines_to_scroll

Set how many lines will be scrolled at once when using the mouse scroll wheel.

New in version 2.2.0.

lines_to_scroll is a :class:`~kivy.properties.BoundedNumericProperty and defaults to 3, the minimum is 1.

minimum_height

Minimum height of the content inside the TextInput.

New in version 1.8.0.

minimum_height is a readonly AliasProperty.

Warning

minimum_width is calculated based on width therefore code like this will lead to an infinite loop:

<FancyTextInput>:
    height: self.minimum_height
    width: self.height
multiline

If True, the widget will be able show multiple lines of text. If False, the “enter” keypress will defocus the textinput instead of adding a new line.

multiline is a BooleanProperty and defaults to True.

on_cursor(instance, value)[source]

When the cursor is moved, reset cursor blinking to keep it showing, and update all the graphics.

trigger blink event reset to switch blinking while focused

on_double_tap()[source]

This event is dispatched when a double tap happens inside TextInput. The default behavior is to select the word around the current cursor position. Override this to provide different behavior. Alternatively, you can bind to this event to provide additional functionality.

on_quad_touch()[source]

This event is dispatched when four fingers are touching inside TextInput. The default behavior is to select all text. Override this to provide different behavior. Alternatively, you can bind to this event to provide additional functionality.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_triple_tap()[source]

This event is dispatched when a triple tap happens inside TextInput. The default behavior is to select the line around current cursor position. Override this to provide different behavior. Alternatively, you can bind to this event to provide additional functionality.

padding

Padding of the text: [padding_left, padding_top, padding_right, padding_bottom].

padding also accepts a two argument form [padding_horizontal, padding_vertical] and a one argument form [padding].

Changed in version 1.7.0: Replaced AliasProperty with VariableListProperty.

padding is a VariableListProperty and defaults to [6, 6, 6, 6].

padding_x

Horizontal padding of the text: [padding_left, padding_right].

padding_x also accepts a one argument form [padding_horizontal].

padding_x is a VariableListProperty and defaults to [0, 0]. This might be changed by the current theme.

Deprecated since version 1.7.0: Use padding instead.

padding_y

Vertical padding of the text: [padding_top, padding_bottom].

padding_y also accepts a one argument form [padding_vertical].

padding_y is a VariableListProperty and defaults to [0, 0]. This might be changed by the current theme.

Deprecated since version 1.7.0: Use padding instead.

password

If True, the widget will display its characters as the character set in password_mask.

New in version 1.2.0.

password is a BooleanProperty and defaults to False.

password_mask

Sets the character used to mask the text when password is True.

New in version 1.10.0.

password_mask is a StringProperty and defaults to ‘*’.

paste()[source]

Insert text from system Clipboard into the TextInput at current cursor position.

New in version 1.8.0.

property pgmove_speed

how much vertical distance hitting pg_up or pg_down will move

readonly

If True, the user will not be able to change the content of a textinput.

New in version 1.3.0.

readonly is a BooleanProperty and defaults to False.

replace_crlf

Automatically replace CRLF with LF.

New in version 1.9.1.

replace_crlf is a BooleanProperty and defaults to True.

reset_undo()[source]

Reset undo and redo lists from memory.

New in version 1.3.0.

scroll_distance

Minimum distance to move before change from scroll to selection mode, in pixels. It is advisable that you base this value on the dpi of your target device’s screen.

New in version 2.1.0.

scroll_distance is a NumericProperty and defaults to 20 pixels.

scroll_from_swipe

Allow to scroll the text using swipe gesture according to scroll_timeout and scroll_distance.

New in version 2.1.0.

scroll_from_swipe is a BooleanProperty and defaults to True on mobile OS’s, False on desktop OS’s.

scroll_timeout

Timeout allowed to trigger the scroll_distance, in milliseconds. If the user has not moved scroll_distance within the timeout, the scrolling will be disabled, and the selection mode will start.

New in version 2.1.0.

scroll_timeout is a NumericProperty and defaults to 250 milliseconds.

scroll_x

X scrolling value of the viewport. The scrolling is automatically updated when the cursor is moved or text changed. If there is no user input, the scroll_x and scroll_y properties may be changed.

scroll_x is a NumericProperty and defaults to 0.

scroll_y

Y scrolling value of the viewport. See scroll_x for more information.

scroll_y is a NumericProperty and defaults to 0.

select_all()[source]

Select all of the text displayed in this TextInput.

New in version 1.4.0.

select_text(start, end)[source]

Select a portion of text displayed in this TextInput.

New in version 1.4.0.

Parameters:
start

Index of textinput.text from where to start selection

end

Index of textinput.text till which the selection should be displayed

selection_color

Current color of the selection, in (r, g, b, a) format.

Warning

The color should always have an “alpha” component less than 1 since the selection is drawn after the text.

selection_color is a ColorProperty and defaults to [0.1843, 0.6549, 0.8313, .5].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

selection_from

If a selection is in progress or complete, this property will represent the cursor index where the selection started.

Changed in version 1.4.0: selection_from is an AliasProperty and defaults to None, readonly.

selection_text

Current content selection.

selection_text is a StringProperty and defaults to ‘’, readonly.

selection_to

If a selection is in progress or complete, this property will represent the cursor index where the selection started.

Changed in version 1.4.0: selection_to is an AliasProperty and defaults to None, readonly.

tab_width

By default, each tab will be replaced by four spaces on the text input widget. You can set a lower or higher value.

tab_width is a NumericProperty and defaults to 4.

text

Text of the widget.

Creation of a simple hello world:

widget = TextInput(text='Hello world')

If you want to create the widget with an unicode string, use:

widget = TextInput(text=u'My unicode string')

text is an AliasProperty.

text_language

Language of the text, if None Pango will determine it from locale. This is an RFC-3066 format language tag (as a string), for example “en_US”, “zh_CN”, “fr” or “ja”. This can impact font selection, metrics and rendering. For example, the same bytes of text can look different for ur and ar languages, though both use Arabic script.

Note

This feature requires the Pango text provider.

New in version 1.10.1.

text_language is a StringProperty and defaults to None.

text_validate_unfocus

If True, the TextInput.on_text_validate() event will unfocus the widget, therefore make it stop listening to the keyboard. When disabled, the TextInput.on_text_validate() event can be fired multiple times as the result of TextInput keeping the focus enabled.

New in version 1.10.1.

text_validate_unfocus is a BooleanProperty and defaults to True.

use_bubble

Indicates whether the cut/copy/paste bubble is used.

New in version 1.7.0.

use_bubble is a BooleanProperty and defaults to True on mobile OS’s, False on desktop OS’s.

use_handles

Indicates whether the selection handles are displayed.

New in version 1.8.0.

use_handles is a BooleanProperty and defaults to True on mobile OS’s, False on desktop OS’s.

write_tab

Whether the tab key should move focus to the next widget or if it should enter a tab in the TextInput. If True a tab will be written, otherwise, focus will move to the next widget.

New in version 1.9.0.

write_tab is a BooleanProperty and defaults to True.

Toggle button

_images/togglebutton.jpg

The ToggleButton widget acts like a checkbox. When you touch or click it, the state toggles between ‘normal’ and ‘down’ (as opposed to a Button that is only ‘down’ as long as it is pressed).

Toggle buttons can also be grouped to make radio buttons - only one button in a group can be in a ‘down’ state. The group name can be a string or any other hashable Python object:

btn1 = ToggleButton(text='Male', group='sex',)
btn2 = ToggleButton(text='Female', group='sex', state='down')
btn3 = ToggleButton(text='Mixed', group='sex')

Only one of the buttons can be ‘down’/checked at the same time.

To configure the ToggleButton, you can use the same properties that you can use for a Button class.

class kivy.uix.togglebutton.ToggleButton(**kwargs)[source]

Bases: kivy.uix.behaviors.togglebutton.ToggleButtonBehavior, kivy.uix.button.Button

Toggle button class, see module documentation for more information.

Tree View

_images/treeview.png

New in version 1.0.4.

TreeView is a widget used to represent a tree structure. It is currently very basic, supporting a minimal feature set.

Introduction

A TreeView is populated with TreeViewNode instances, but you cannot use a TreeViewNode directly. You must combine it with another widget, such as Label, Button or even your own widget. The TreeView always creates a default root node, based on TreeViewLabel.

TreeViewNode is a class object containing needed properties for serving as a tree node. Extend TreeViewNode to create custom node types for use with a TreeView.

For constructing your own subclass, follow the pattern of TreeViewLabel which combines a Label and a TreeViewNode, producing a TreeViewLabel for direct use in a TreeView instance.

To use the TreeViewLabel class, you could create two nodes directly attached to root:

tv = TreeView()
tv.add_node(TreeViewLabel(text='My first item'))
tv.add_node(TreeViewLabel(text='My second item'))

Or, create two nodes attached to a first:

tv = TreeView()
n1 = tv.add_node(TreeViewLabel(text='Item 1'))
tv.add_node(TreeViewLabel(text='SubItem 1'), n1)
tv.add_node(TreeViewLabel(text='SubItem 2'), n1)

If you have a large tree structure, perhaps you would need a utility function to populate the tree view:

def populate_tree_view(tree_view, parent, node):
    if parent is None:
        tree_node = tree_view.add_node(TreeViewLabel(text=node['node_id'],
                                                     is_open=True))
    else:
        tree_node = tree_view.add_node(TreeViewLabel(text=node['node_id'],
                                                     is_open=True), parent)

    for child_node in node['children']:
        populate_tree_view(tree_view, tree_node, child_node)


tree = {'node_id': '1',
        'children': [{'node_id': '1.1',
                      'children': [{'node_id': '1.1.1',
                                    'children': [{'node_id': '1.1.1.1',
                                                  'children': []}]},
                                   {'node_id': '1.1.2',
                                    'children': []},
                                   {'node_id': '1.1.3',
                                    'children': []}]},
                      {'node_id': '1.2',
                       'children': []}]}


class TreeWidget(FloatLayout):
    def __init__(self, **kwargs):
        super(TreeWidget, self).__init__(**kwargs)

        tv = TreeView(root_options=dict(text='Tree One'),
                      hide_root=False,
                      indent_level=4)

        populate_tree_view(tv, None, tree)

        self.add_widget(tv)

The root widget in the tree view is opened by default and has text set as ‘Root’. If you want to change that, you can use the TreeView.root_options property. This will pass options to the root widget:

tv = TreeView(root_options=dict(text='My root label'))
Creating Your Own Node Widget

For a button node type, combine a Button and a TreeViewNode as follows:

class TreeViewButton(Button, TreeViewNode):
    pass

You must know that, for a given node, only the size_hint_x will be honored. The allocated width for the node will depend of the current width of the TreeView and the level of the node. For example, if a node is at level 4, the width allocated will be:

treeview.width - treeview.indent_start - treeview.indent_level * node.level

You might have some trouble with that. It is the developer’s responsibility to correctly handle adapting the graphical representation nodes, if needed.

class kivy.uix.treeview.TreeView(**kwargs)[source]

Bases: kivy.uix.widget.Widget

TreeView class. See module documentation for more information.

Events:
on_node_expand: (node, )

Fired when a node is being expanded

on_node_collapse: (node, )

Fired when a node is being collapsed

add_node(node, parent=None)[source]

Add a new node to the tree.

Parameters:
node: instance of a TreeViewNode

Node to add into the tree

parent: instance of a TreeViewNode, defaults to None

Parent node to attach the new node. If None, it is added to the root node.

Returns:

the node node.

deselect_node(*args)[source]

Deselect any selected node.

New in version 1.10.0.

get_node_at_pos(pos)[source]

Get the node at the position (x, y).

hide_root

Use this property to show/hide the initial root node. If True, the root node will be appear as a closed node.

hide_root is a BooleanProperty and defaults to False.

indent_level

Width used for the indentation of each level except the first level.

Computation of indent for each level of the tree is:

indent = indent_start + level * indent_level

indent_level is a NumericProperty and defaults to 16.

indent_start

Indentation width of the level 0 / root node. This is mostly the initial size to accommodate a tree icon (collapsed / expanded). See indent_level for more information about the computation of level indentation.

indent_start is a NumericProperty and defaults to 24.

iterate_all_nodes(node=None)[source]

Generator to iterate over all nodes from node and down whether expanded or not. If node is None, the generator start with root.

iterate_open_nodes(node=None)[source]

Generator to iterate over all the expended nodes starting from node and down. If node is None, the generator start with root.

To get all the open nodes:

treeview = TreeView()
# ... add nodes ...
for node in treeview.iterate_open_nodes():
    print(node)
load_func

Callback to use for asynchronous loading. If set, asynchronous loading will be automatically done. The callback must act as a Python generator function, using yield to send data back to the treeview.

The callback should be in the format:

def callback(treeview, node):
    for name in ('Item 1', 'Item 2'):
        yield TreeViewLabel(text=name)

load_func is a ObjectProperty and defaults to None.

minimum_height

Minimum height needed to contain all children.

New in version 1.0.9.

minimum_height is a NumericProperty and defaults to 0.

minimum_size

Minimum size needed to contain all children.

New in version 1.0.9.

minimum_size is a ReferenceListProperty of (minimum_width, minimum_height) properties.

minimum_width

Minimum width needed to contain all children.

New in version 1.0.9.

minimum_width is a NumericProperty and defaults to 0.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

remove_node(node)[source]

Removes a node from the tree.

New in version 1.0.7.

Parameters:
node: instance of a TreeViewNode

Node to remove from the tree. If node is root, it is not removed.

root

Root node.

By default, the root node widget is a TreeViewLabel with text ‘Root’. If you want to change the default options passed to the widget creation, use the root_options property:

treeview = TreeView(root_options={
    'text': 'Root directory',
    'font_size': 15})

root_options will change the properties of the TreeViewLabel instance. However, you cannot change the class used for root node yet.

root is an AliasProperty and defaults to None. It is read-only. However, the content of the widget can be changed.

root_options

Default root options to pass for root widget. See root property for more information about the usage of root_options.

root_options is an ObjectProperty and defaults to {}.

select_node(node)[source]

Select a node in the tree.

selected_node

Node selected by TreeView.select_node() or by touch.

selected_node is a AliasProperty and defaults to None. It is read-only.

toggle_node(node)[source]

Toggle the state of the node (open/collapsed).

exception kivy.uix.treeview.TreeViewException[source]

Bases: Exception

Exception for errors in the TreeView.

class kivy.uix.treeview.TreeViewLabel(**kwargs)[source]

Bases: kivy.uix.label.Label, kivy.uix.treeview.TreeViewNode

Combines a Label and a TreeViewNode to create a TreeViewLabel that can be used as a text node in the tree.

See module documentation for more information.

class kivy.uix.treeview.TreeViewNode(**kwargs)[source]

Bases: builtins.object

TreeViewNode class, used to build a node class for a TreeView object.

color_selected

Background color of the node when the node is selected.

color_selected is a ColorProperty and defaults to [.1, .1, .1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

even_color

Background color of even nodes when the node is not selected.

bg_color is a ColorProperty and defaults to [.5, .5, .5, .1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

is_leaf

Boolean to indicate whether this node is a leaf or not. Used to adjust the graphical representation.

is_leaf is a BooleanProperty and defaults to True. It is automatically set to False when child is added.

is_loaded

Boolean to indicate whether this node is already loaded or not. This property is used only if the TreeView uses asynchronous loading.

is_loaded is a BooleanProperty and defaults to False.

is_open

Boolean to indicate whether this node is opened or not, in case there are child nodes. This is used to adjust the graphical representation.

Warning

This property is automatically set by the TreeView. You can read but not write it.

is_open is a BooleanProperty and defaults to False.

is_selected

Boolean to indicate whether this node is selected or not. This is used adjust the graphical representation.

Warning

This property is automatically set by the TreeView. You can read but not write it.

is_selected is a BooleanProperty and defaults to False.

level

Level of the node.

level is a NumericProperty and defaults to -1.

no_selection
Boolean used to indicate whether selection of the node is allowed or

not.

no_selection is a BooleanProperty and defaults to False.

nodes

List of nodes. The nodes list is different than the children list. A node in the nodes list represents a node on the tree. An item in the children list represents the widget associated with the node.

Warning

This property is automatically set by the TreeView. You can read but not write it.

nodes is a ListProperty and defaults to [].

odd

This property is set by the TreeView widget automatically and is read-only.

odd is a BooleanProperty and defaults to False.

odd_color

Background color of odd nodes when the node is not selected.

odd_color is a ColorProperty and defaults to [1., 1., 1., 0.].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

parent_node

Parent node. This attribute is needed because the parent can be None when the node is not displayed.

New in version 1.0.7.

parent_node is an ObjectProperty and defaults to None.

Video

The Video widget is used to display video files and streams. Depending on your Video core provider, platform, and plugins, you will be able to play different formats. For example, the pygame video provider only supports MPEG1 on Linux and OSX. GStreamer is more versatile, and can read many video containers and codecs such as MKV, OGV, AVI, MOV, FLV (if the correct gstreamer plugins are installed). Our VideoBase implementation is used under the hood.

Video loading is asynchronous - many properties are not available until the video is loaded (when the texture is created):

def on_position_change(instance, value):
    print('The position in the video is', value)

def on_duration_change(instance, value):
    print('The duration of the video is', value)

video = Video(source='PandaSneezes.avi')
video.bind(
    position=on_position_change,
    duration=on_duration_change
)

One can define a preview image which gets displayed until the video is started/loaded by passing preview to the constructor:

video = Video(
    source='PandaSneezes.avi',
    preview='PandaSneezes_preview.png'
)

One can display the placeholder image when the video stops by reacting on eos:

def on_eos_change(self, inst, val):
    if val and self.preview:
        self.set_texture_from_resource(self.preview)

video.bind(eos=on_eos_change)
class kivy.uix.video.Video(**kwargs)[source]

Bases: kivy.uix.image.Image

Video class. See module documentation for more information.

duration

Duration of the video. The duration defaults to -1, and is set to a real duration when the video is loaded.

duration is a NumericProperty and defaults to -1.

eos

Boolean, indicates whether the video has finished playing or not (reached the end of the stream).

eos is a BooleanProperty and defaults to False.

loaded

Boolean, indicates whether the video is loaded and ready for playback or not.

New in version 1.6.0.

loaded is a BooleanProperty and defaults to False.

options

Options to pass at Video core object creation.

New in version 1.0.4.

options is an kivy.properties.ObjectProperty and defaults to {}.

play

Deprecated since version 1.4.0: Use state instead.

Boolean, indicates whether the video is playing or not. You can start/stop the video by setting this property:

# start playing the video at creation
video = Video(source='movie.mkv', play=True)

# create the video, and start later
video = Video(source='movie.mkv')
# and later
video.play = True

play is a BooleanProperty and defaults to False.

Deprecated since version 1.4.0: Use state instead.

position

Position of the video between 0 and duration. The position defaults to -1 and is set to a real position when the video is loaded.

position is a NumericProperty and defaults to -1.

preview

Filename / source of a preview image displayed before video starts.

preview is a StringProperty and defaults to None.

If set, it gets displayed until the video is loaded/started.

New in version 2.1.0.

seek(percent, precise=True)[source]
Change the position to a percentage (strictly, a proportion)

of duration.

Parameters:
percent: float or int

Position to seek as a proportion of the total duration, must be between 0-1.

precise: bool, defaults to True

Precise seeking is slower, but seeks to exact requested percent.

Warning

Calling seek() before the video is loaded has no effect.

New in version 1.2.0.

Changed in version 1.10.1: The precise keyword argument has been added.

state

String, indicates whether to play, pause, or stop the video:

# start playing the video at creation
video = Video(source='movie.mkv', state='play')

# create the video, and start later
video = Video(source='movie.mkv')
# and later
video.state = 'play'

state is an OptionProperty and defaults to ‘stop’.

unload()[source]

Unload the video. The playback will be stopped.

New in version 1.8.0.

volume

Volume of the video, in the range 0-1. 1 means full volume, 0 means mute.

volume is a NumericProperty and defaults to 1.

Video player

New in version 1.2.0.

The video player widget can be used to play video and let the user control the play/pausing, volume and position. The widget cannot be customized much because of the complex assembly of numerous base widgets.

_images/videoplayer.jpg
Annotations

If you want to display text at a specific time and for a certain duration, consider annotations. An annotation file has a “.jsa” extension. The player will automatically load the associated annotation file if it exists.

An annotation file is JSON-based, providing a list of label dictionary items. The key and value must match one of the VideoPlayerAnnotation items. For example, here is a short version of a jsa file that you can find in examples/widgets/cityCC0.jsa:

[
    {"start": 0, "duration": 2,
    "text": "This is an example of annotation"},
    {"start": 2, "duration": 2,
    "bgcolor": [0.5, 0.2, 0.4, 0.5],
    "text": "You can change the background color"}
]

For our cityCC0.mpg example, the result will be:

_images/videoplayer-annotation.jpg

If you want to experiment with annotation files, test with:

python -m kivy.uix.videoplayer examples/widgets/cityCC0.mpg
Fullscreen

The video player can play the video in fullscreen, if VideoPlayer.allow_fullscreen is activated by a double-tap on the video. By default, if the video is smaller than the Window, it will be not stretched.

You can allow stretching by passing custom options to a VideoPlayer instance:

player = VideoPlayer(source='myvideo.avi', state='play',
    options={'fit_mode': 'contain'})
End-of-stream behavior

You can specify what happens when the video has finished playing by passing an eos (end of stream) directive to the underlying VideoBase class. eos can be one of ‘stop’, ‘pause’ or ‘loop’ and defaults to ‘stop’. For example, in order to loop the video:

player = VideoPlayer(source='myvideo.avi', state='play',
    options={'eos': 'loop'})

Note

The eos property of the VideoBase class is a string specifying the end-of-stream behavior. This property differs from the eos properties of the VideoPlayer and Video classes, whose eos property is simply a boolean indicating that the end of the file has been reached.

class kivy.uix.videoplayer.VideoPlayer(**kwargs)[source]

Bases: kivy.uix.gridlayout.GridLayout

VideoPlayer class. See module documentation for more information.

allow_fullscreen

By default, you can double-tap on the video to make it fullscreen. Set this property to False to prevent this behavior.

allow_fullscreen is a BooleanProperty defaults to True.

annotations

If set, it will be used for reading annotations box.

annotations is a StringProperty and defaults to ‘’.

duration

Duration of the video. The duration defaults to -1 and is set to the real duration when the video is loaded.

duration is a NumericProperty and defaults to -1.

fullscreen

Switch to fullscreen view. This should be used with care. When activated, the widget will remove itself from its parent, remove all children from the window and will add itself to it. When fullscreen is unset, all the previous children are restored and the widget is restored to its previous parent.

Warning

The re-add operation doesn’t care about the index position of its children within the parent.

fullscreen is a BooleanProperty and defaults to False.

image_loading

Image filename used when the video is loading.

image_loading is a StringProperty and defaults to ‘data/images/image-loading.zip’.

image_overlay_play

Image filename used to show a “play” overlay when the video has not yet started.

image_overlay_play is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/player-play-overlay’.

image_pause

Image filename used for the “Pause” button.

image_pause is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/media-playback-pause’.

image_play

Image filename used for the “Play” button.

image_play is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/media-playback-start’.

image_stop

Image filename used for the “Stop” button.

image_stop is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/media-playback-stop’.

image_volumehigh

Image filename used for the volume icon when the volume is high.

image_volumehigh is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/audio-volume-high’.

image_volumelow

Image filename used for the volume icon when the volume is low.

image_volumelow is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/audio-volume-low’.

image_volumemedium

Image filename used for the volume icon when the volume is medium.

image_volumemedium is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/audio-volume-medium’.

image_volumemuted

Image filename used for the volume icon when the volume is muted.

image_volumemuted is a StringProperty and defaults to ‘atlas://data/images/defaulttheme/audio-volume-muted’.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

options

Optional parameters can be passed to a Video instance with this property.

options a DictProperty and defaults to {}.

play

Deprecated since version 1.4.0: Use state instead.

Boolean, indicates whether the video is playing or not. You can start/stop the video by setting this property:

# start playing the video at creation
video = VideoPlayer(source='movie.mkv', play=True)

# create the video, and start later
video = VideoPlayer(source='movie.mkv')
# and later
video.play = True

play is a BooleanProperty and defaults to False.

position

Position of the video between 0 and duration. The position defaults to -1 and is set to the real position when the video is loaded.

position is a NumericProperty and defaults to -1.

seek(percent, precise=True)[source]
Change the position to a percentage (strictly, a proportion)

of duration.

Parameters:
percent: float or int

Position to seek as a proportion of total duration, must be between 0-1.

precise: bool, defaults to True

Precise seeking is slower, but seeks to exact requested percent.

Warning

Calling seek() before the video is loaded has no effect.

New in version 1.2.0.

Changed in version 1.10.1: The precise keyword argument has been added.

source

Source of the video to read.

source is a StringProperty and defaults to ‘’.

Changed in version 1.4.0.

state

String, indicates whether to play, pause, or stop the video:

# start playing the video at creation
video = VideoPlayer(source='movie.mkv', state='play')

# create the video, and start later
video = VideoPlayer(source='movie.mkv')
# and later
video.state = 'play'

state is an OptionProperty and defaults to ‘stop’.

thumbnail

Thumbnail of the video to show. If None, VideoPlayer will try to find the thumbnail from the source + ‘.png’.

thumbnail a StringProperty and defaults to ‘’.

Changed in version 1.4.0.

volume

Volume of the video in the range 0-1. 1 means full volume and 0 means mute.

volume is a NumericProperty and defaults to 1.

class kivy.uix.videoplayer.VideoPlayerAnnotation(**kwargs)[source]

Bases: kivy.uix.label.Label

Annotation class used for creating annotation labels.

Additional keys are available:

  • bgcolor: [r, g, b, a] - background color of the text box

  • bgsource: ‘filename’ - background image used for the background text box

  • border: (n, e, s, w) - border used for the background image

duration

Duration of the annotation.

duration is a NumericProperty and defaults to 1.

start

Start time of the annotation.

start is a NumericProperty and defaults to 0.

VKeyboard

_images/vkeyboard.jpg

New in version 1.0.8.

VKeyboard is an onscreen keyboard for Kivy. Its operation is intended to be transparent to the user. Using the widget directly is NOT recommended. Read the section Request keyboard first.

Modes

This virtual keyboard has a docked and free mode:

  • docked mode (VKeyboard.docked = True) Generally used when only one person is using the computer, like a tablet or personal computer etc.

  • free mode: (VKeyboard.docked = False) Mostly for multitouch surfaces. This mode allows multiple virtual keyboards to be used on the screen.

If the docked mode changes, you need to manually call VKeyboard.setup_mode() otherwise the change will have no impact. During that call, the VKeyboard, implemented on top of a Scatter, will change the behavior of the scatter and position the keyboard near the target (if target and docked mode is set).

Layouts

The virtual keyboard is able to load a custom layout. If you create a new layout and put the JSON in <kivy_data_dir>/keyboards/<layoutid>.json, you can load it by setting VKeyboard.layout to your layoutid.

The JSON must be structured like this:

{
    "title": "Title of your layout",
    "description": "Description of your layout",
    "cols": 15,
    "rows": 5,

    ...
}

Then, you need to describe the keys in each row, for either a “normal”, “shift” or a “special” (added in version 1.9.0) mode. Keys for this row data must be named normal_<row>, shift_<row> and special_<row>. Replace row with the row number. Inside each row, you will describe the key. A key is a 4 element list in the format:

[ <text displayed on the keyboard>, <text to put when the key is pressed>,
  <text that represents the keycode>, <size of cols> ]

Here are example keys:

# f key
["f", "f", "f", 1]
# capslock
["↹", "     ", "tab", 1.5]

Finally, complete the JSON:

{
    ...
    "normal_1": [
        ["`", "`", "`", 1],    ["1", "1", "1", 1],    ["2", "2", "2", 1],
        ["3", "3", "3", 1],    ["4", "4", "4", 1],    ["5", "5", "5", 1],
        ["6", "6", "6", 1],    ["7", "7", "7", 1],    ["8", "8", "8", 1],
        ["9", "9", "9", 1],    ["0", "0", "0", 1],    ["+", "+", "+", 1],
        ["=", "=", "=", 1],    ["⌫", null, "backspace", 2]
    ],

    "shift_1": [ ... ],
    "normal_2": [ ... ],
    "special_2": [ ... ],
    ...
}
Request Keyboard

The instantiation of the virtual keyboard is controlled by the configuration. Check keyboard_mode and keyboard_layout in the Configuration object.

If you intend to create a widget that requires a keyboard, do not use the virtual keyboard directly, but prefer to use the best method available on the platform. Check the request_keyboard() method in the Window.

If you want a specific layout when you request the keyboard, you should write something like this (from 1.8.0, numeric.json can be in the same directory as your main.py):

keyboard = Window.request_keyboard(
    self._keyboard_close, self)
if keyboard.widget:
    vkeyboard = self._keyboard.widget
    vkeyboard.layout = 'numeric.json'
class kivy.uix.vkeyboard.VKeyboard(**kwargs)[source]

Bases: kivy.uix.scatter.Scatter

VKeyboard is an onscreen keyboard with multitouch support. Its layout is entirely customizable and you can switch between available layouts using a button in the bottom right of the widget.

Events:
on_key_down: keycode, internal, modifiers

Fired when the keyboard received a key down event (key press).

on_key_up: keycode, internal, modifiers

Fired when the keyboard received a key up event (key release).

available_layouts

Dictionary of all available layouts. Keys are the layout ID, and the value is the JSON (translated into a Python object).

available_layouts is a DictProperty and defaults to {}.

background

Filename of the background image.

background is a StringProperty and defaults to atlas://data/images/defaulttheme/vkeyboard_background.

background_border

Background image border. Used for controlling the border property of the background.

background_border is a ListProperty and defaults to [16, 16, 16, 16]

background_color

Background color, in the format (r, g, b, a). If a background is set, the color will be combined with the background texture.

background_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

background_disabled

Filename of the background image when the vkeyboard is disabled.

New in version 1.8.0.

background_disabled is a StringProperty and defaults to atlas://data/images/defaulttheme/vkeyboard__disabled_background.

callback

Callback can be set to a function that will be called if the VKeyboard is closed by the user.

target is an ObjectProperty instance and defaults to None.

collide_margin(x, y)[source]

Do a collision test, and return True if the (x, y) is inside the vkeyboard margin.

docked

Indicate whether the VKeyboard is docked on the screen or not. If you change it, you must manually call setup_mode() otherwise it will have no impact. If the VKeyboard is created by the Window, the docked mode will be automatically set by the configuration, using the keyboard_mode token in [kivy] section.

docked is a BooleanProperty and defaults to False.

font_size

font_size, specifies the size of the text on the virtual keyboard keys. It should be kept within limits to ensure the text does not extend beyond the bounds of the key or become too small to read.

New in version 1.10.0.

font_size is a NumericProperty and defaults to 20.

key_background_color

Key background color, in the format (r, g, b, a). If a key background is set, the color will be combined with the key background texture.

key_background_color is a ColorProperty and defaults to [1, 1, 1, 1].

Changed in version 2.0.0: Changed from ListProperty to ColorProperty.

key_background_down

Filename of the key background image for use when a touch is active on the widget.

key_background_down is a StringProperty and defaults to atlas://data/images/defaulttheme/vkeyboard_key_down.

key_background_normal

Filename of the key background image for use when no touches are active on the widget.

key_background_normal is a StringProperty and defaults to atlas://data/images/defaulttheme/vkeyboard_key_normal.

key_border

Key image border. Used for controlling the border property of the key.

key_border is a ListProperty and defaults to [16, 16, 16, 16]

key_disabled_background_normal

Filename of the key background image for use when no touches are active on the widget and vkeyboard is disabled.

New in version 1.8.0.

key_disabled_background_normal is a StringProperty and defaults to atlas://data/images/defaulttheme/vkeyboard_disabled_key_normal.

key_margin

Key margin, used to create space between keys. The margin is composed of four values, in pixels:

key_margin = [top, right, bottom, left]

key_margin is a ListProperty and defaults to [2, 2, 2, 2]

layout

Layout to use for the VKeyboard. By default, it will be the layout set in the configuration, according to the keyboard_layout in [kivy] section.

Changed in version 1.8.0: If layout is a .json filename, it will loaded and added to the available_layouts.

layout is a StringProperty and defaults to None.

layout_path

Path from which layouts are read.

layout is a StringProperty and defaults to <kivy_data_dir>/keyboards/

margin_hint

Margin hint, used as spacing between keyboard background and keys content. The margin is composed of four values, between 0 and 1:

margin_hint = [top, right, bottom, left]

The margin hints will be multiplied by width and height, according to their position.

margin_hint is a ListProperty and defaults to [.05, .06, .05, .06]

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

refresh(force=False)[source]

(internal) Recreate the entire widget and graphics according to the selected layout.

setup_mode(*largs)[source]

Call this method when you want to readjust the keyboard according to options: docked or not, with attached target or not:

Feel free to overload these methods to create new positioning behavior.

setup_mode_dock(*largs)[source]

Setup the keyboard in docked mode.

Dock mode will reset the rotation, disable translation, rotation and scale. Scale and position will be automatically adjusted to attach the keyboard to the bottom of the screen.

Note

Don’t call this method directly, use setup_mode() instead.

setup_mode_free()[source]

Setup the keyboard in free mode.

Free mode is designed to let the user control the position and orientation of the keyboard. The only real usage is for a multiuser environment, but you might found other ways to use it. If a target is set, it will place the vkeyboard under the target.

Note

Don’t call this method directly, use setup_mode() instead.

target

Target widget associated with the VKeyboard. If set, it will be used to send keyboard events. If the VKeyboard mode is “free”, it will also be used to set the initial position.

target is an ObjectProperty instance and defaults to None.

Widget class

The Widget class is the base class required for creating Widgets. This widget class was designed with a couple of principles in mind:

  • Event Driven

    Widget interaction is built on top of events that occur. If a property changes, the widget can respond to the change in the ‘on_<propname>’ callback. If nothing changes, nothing will be done. That’s the main goal of the Property class.

  • Separation Of Concerns (the widget and its graphical representation)

    Widgets don’t have a draw() method. This is done on purpose: The idea is to allow you to create your own graphical representation outside the widget class. Obviously you can still use all the available properties to do that, so that your representation properly reflects the widget’s current state. Every widget has its own Canvas that you can use to draw. This separation allows Kivy to run your application in a very efficient manner.

  • Bounding Box / Collision

    Often you want to know if a certain point is within the bounds of your widget. An example would be a button widget where you only want to trigger an action when the button itself is actually touched. For this, you can use the collide_point() method, which will return True if the point you pass to it is inside the axis-aligned bounding box defined by the widget’s position and size. If a simple AABB is not sufficient, you can override the method to perform the collision checks with more complex shapes, e.g. a polygon. You can also check if a widget collides with another widget with collide_widget().

We also have some default values and behaviors that you should be aware of:

  • A Widget is not a Layout: it will not change the position or the size of its children. If you want control over positioning or sizing, use a Layout.

  • The default size of a widget is (100, 100). This is only changed if the parent is a Layout. For example, if you add a Label inside a Button, the label will not inherit the button’s size or position because the button is not a Layout: it’s just another Widget.

  • The default size_hint is (1, 1). If the parent is a Layout, then the widget size will be the parent layout’s size.

  • on_touch_down(), on_touch_move(), on_touch_up() don’t do any sort of collisions. If you want to know if the touch is inside your widget, use collide_point().

Using Properties

When you read the documentation, all properties are described in the format:

<name> is a <property class> and defaults to <default value>.

e.g.

text is a StringProperty and defaults to ‘’.

If you want to be notified when the pos attribute changes, i.e. when the widget moves, you can bind your own callback function like this:

def callback_pos(instance, value):
    print('The widget', instance, 'moved to', value)

wid = Widget()
wid.bind(pos=callback_pos)

Read more about Properties.

Basic drawing

Widgets support a range of drawing instructions that you can use to customize the look of your widgets and layouts. For example, to draw a background image for your widget, you can do the following:

def redraw(self, args):
    self.bg_rect.size = self.size
    self.bg_rect.pos = self.pos

widget = Widget()
with widget.canvas:
    widget.bg_rect = Rectangle(source="cover.jpg", pos=self.pos, size=self.size)
widget.bind(pos=redraw, size=redraw)

To draw a background in kv:

Widget:
    canvas:
        Rectangle:
            source: "cover.jpg"
            size: self.size
            pos: self.pos

These examples only scratch the surface. Please see the kivy.graphics documentation for more information.

Widget touch event bubbling

When you catch touch events between multiple widgets, you often need to be aware of the order in which these events are propagated. In Kivy, events bubble up from the first child upwards through the other children. If a widget has children, the event is passed through its children before being passed on to the widget after it.

As the add_widget() method inserts widgets at index 0 by default, this means the event goes from the most recently added widget back to the first one added. Consider the following:

box = BoxLayout()
box.add_widget(Label(text="a"))
box.add_widget(Label(text="b"))
box.add_widget(Label(text="c"))

The label with text “c” gets the event first, “b” second and “a” last. You can reverse this order by manually specifying the index:

box = BoxLayout()
box.add_widget(Label(text="a"), index=0)
box.add_widget(Label(text="b"), index=1)
box.add_widget(Label(text="c"), index=2)

Now the order would be “a”, “b” then “c”. One thing to keep in mind when using kv is that declaring a widget uses the add_widget() method for insertion. Hence, using

BoxLayout:
    MyLabel:
        text: "a"
    MyLabel:
        text: "b"
    MyLabel:
        text: "c"

would result in the event order “c”, “b” then “a” as “c” was actually the last added widget. It thus has index 0, “b” index 1 and “a” index 2. Effectively, the child order is the reverse of its listed order.

This ordering is the same for the on_touch_move() and on_touch_up() events.

In order to stop this event bubbling, a method can return True. This tells Kivy the event has been handled and the event propagation stops. For example:

class MyWidget(Widget):
    def on_touch_down(self, touch):
        If <some_condition>:
            # Do stuff here and kill the event
            return True
        else:
            return super(MyWidget, self).on_touch_down(touch)

This approach gives you good control over exactly how events are dispatched and managed. Sometimes, however, you may wish to let the event be completely propagated before taking action. You can use the Clock to help you here:

class MyWidget(Label):
    def on_touch_down(self, touch, after=False):
        if after:
            print "Fired after the event has been dispatched!"
        else:
            Clock.schedule_once(lambda dt: self.on_touch_down(touch, True))
            return super(MyWidget, self).on_touch_down(touch)
Usage of Widget.center, Widget.right, and Widget.top

A common mistake when using one of the computed properties such as Widget.right is to use it to make a widget follow its parent with a KV rule such as right: self.parent.right. Consider, for example:

FloatLayout:
    id: layout
    width: 100
    Widget:
        id: wid
        right: layout.right

The (mistaken) expectation is that this rule ensures that wid’s right will always be whatever layout’s right is - that is wid.right and layout.right will always be identical. In actual fact, this rule only says that “whenever layout’s right changes, wid’s right will be set to that value”. The difference being that as long as layout.right doesn’t change, wid.right could be anything, even a value that will make them different.

Specifically, for the KV code above, consider the following example:

>>> print(layout.right, wid.right)
(100, 100)
>>> wid.x = 200
>>> print(layout.right, wid.right)
(100, 300)

As can be seen, initially they are in sync, however, when we change wid.x they go out of sync because layout.right is not changed and the rule is not triggered.

The proper way to make the widget follow its parent’s right is to use Widget.pos_hint. If instead of right: layout.right we did pos_hint: {‘right’: 1}, then the widgets right will always be set to be at the parent’s right at each layout update.

class kivy.uix.widget.Widget(**kwargs)[source]

Bases: kivy.uix.widget.WidgetBase

Widget class. See module documentation for more information.

Events:
on_touch_down: (touch, )

Fired when a new touch event occurs. touch is the touch object.

on_touch_move: (touch, )

Fired when an existing touch moves. touch is the touch object.

on_touch_up: (touch, )

Fired when an existing touch disappears. touch is the touch object.

on_kv_post: (base_widget, )

Fired after all the kv rules associated with the widget and all other widgets that are in any of those rules have had all their kv rules applied. base_widget is the base-most widget whose instantiation triggered the kv rules (i.e. the widget instantiated from Python, e.g. MyWidget()).

Changed in version 1.11.0.

Warning

Adding a __del__ method to a class derived from Widget with Python prior to 3.4 will disable automatic garbage collection for instances of that class. This is because the Widget class creates reference cycles, thereby preventing garbage collection.

Changed in version 1.0.9: Everything related to event properties has been moved to the EventDispatcher. Event properties can now be used when constructing a simple class without subclassing Widget.

Changed in version 1.5.0: The constructor now accepts on_* arguments to automatically bind callbacks to properties or events, as in the Kv language.

add_widget(widget, index=0, canvas=None)[source]

Add a new widget as a child of this widget.

Parameters:
widget: Widget

Widget to add to our list of children.

index: int, defaults to 0

Index to insert the widget in the list. Notice that the default of 0 means the widget is inserted at the beginning of the list and will thus be drawn on top of other sibling widgets. For a full discussion of the index and widget hierarchy, please see the Widgets Programming Guide.

New in version 1.0.5.

canvas: str, defaults to None

Canvas to add widget’s canvas to. Can be ‘before’, ‘after’ or None for the default canvas.

New in version 1.9.0.

>>> from kivy.uix.button import Button
>>> from kivy.uix.slider import Slider
>>> root = Widget()
>>> root.add_widget(Button())
>>> slider = Slider()
>>> root.add_widget(slider)
apply_class_lang_rules(root=None, ignored_consts={}, rule_children=None)[source]

Method that is called by kivy to apply the kv rules of this widget’s class.

Parameters:
root: Widget

The root widget that instantiated this widget in kv, if the widget was instantiated in kv, otherwise None.

ignored_consts: set

(internal) See apply().

rule_children: list

(internal) See apply().

This is useful to be able to execute code before/after the class kv rules are applied to the widget. E.g. if the kv code requires some properties to be initialized before it is used in a binding rule. If overwriting remember to call super, otherwise the kv rules will not be applied.

In the following example,

class MyWidget(Widget):
    pass

class OtherWidget(MyWidget):
    pass

<MyWidget>:

my_prop: some_value

<OtherWidget>:

other_prop: some_value

When OtherWidget is instantiated with OtherWidget(), the widget’s apply_class_lang_rules() is called and it applies the kv rules of this class - <MyWidget> and <OtherWidget>.

Similarly, when the widget is instantiated from kv, e.g.

<MyBox@BoxLayout>:
    height: 55
    OtherWidget:
        width: 124

OtherWidget’s apply_class_lang_rules() is called and it applies the kv rules of this class - <MyWidget> and <OtherWidget>.

Note

It applies only the class rules not the instance rules. I.e. in the above kv example in the MyBox rule when OtherWidget is instantiated, its apply_class_lang_rules() applies the <MyWidget> and <OtherWidget> rules to it - it does not apply the width: 124 rule. The width: 124 rule is part of the MyBox rule and is applied by the MyBox’s instance’s apply_class_lang_rules().

Changed in version 1.11.0.

canvas = None

Canvas of the widget.

The canvas is a graphics object that contains all the drawing instructions for the graphical representation of the widget.

There are no general properties for the Widget class, such as background color, to keep the design simple and lean. Some derived classes, such as Button, do add such convenience properties but generally the developer is responsible for implementing the graphics representation for a custom widget from the ground up. See the derived widget classes for patterns to follow and extend.

See Canvas for more information about the usage.

center

Center position of the widget.

center is a ReferenceListProperty of (center_x, center_y) properties.

center_x

X center position of the widget.

center_x is an AliasProperty of (x + width / 2.).

center_y

Y center position of the widget.

center_y is an AliasProperty of (y + height / 2.).

children

List of children of this widget.

children is a ListProperty and defaults to an empty list.

Use add_widget() and remove_widget() for manipulating the children list. Don’t manipulate the children list directly unless you know what you are doing.

clear_widgets(children=None)[source]

Remove all (or the specified) children of this widget. If the ‘children’ argument is specified, it should be a list (or filtered list) of children of the current widget.

Changed in version 1.8.0: The children argument can be used to specify the children you want to remove.

Changed in version 2.1.0: Specifying an empty children list leaves the widgets unchanged. Previously it was treated like None and all children were removed.

cls

Class of the widget, used for styling.

collide_point(x, y)[source]

Check if a point (x, y) is inside the widget’s axis aligned bounding box.

Parameters:
x: numeric

x position of the point (in parent coordinates)

y: numeric

y position of the point (in parent coordinates)

Returns:

A bool. True if the point is inside the bounding box, False otherwise.

>>> Widget(pos=(10, 10), size=(50, 50)).collide_point(40, 40)
True
collide_widget(wid)[source]

Check if another widget collides with this widget. This function performs an axis-aligned bounding box intersection test by default.

Parameters:
wid: Widget class

Widget to test collision with.

Returns:

bool. True if the other widget collides with this widget, False otherwise.

>>> wid = Widget(size=(50, 50))
>>> wid2 = Widget(size=(50, 50), pos=(25, 25))
>>> wid.collide_widget(wid2)
True
>>> wid2.pos = (55, 55)
>>> wid.collide_widget(wid2)
False
disabled

Indicates whether this widget can interact with input or not.

disabled is an AliasProperty and defaults to False.

Note

  1. Child Widgets, when added to a disabled widget, will be disabled automatically.

  2. Disabling/enabling a parent disables/enables all of its children.

New in version 1.8.0.

Changed in version 1.10.1: disabled was changed from a BooleanProperty to an AliasProperty to allow access to its previous state when a parent’s disabled state is changed.

export_as_image(*args, **kwargs)[source]

Return an core Image of the actual widget.

New in version 1.11.0.

export_to_png(filename, *args, **kwargs)[source]

Saves an image of the widget and its children in png format at the specified filename. Works by removing the widget canvas from its parent, rendering to an Fbo, and calling save().

Note

The image includes only this widget and its children. If you want to include widgets elsewhere in the tree, you must call export_to_png() from their common parent, or use screenshot() to capture the whole window.

Note

The image will be saved in png format, you should include the extension in your filename.

New in version 1.9.0.

Parameters:
filename: str

The filename with which to save the png.

scale: float

The amount by which to scale the saved image, defaults to 1.

New in version 1.11.0.

get_parent_window()[source]

Return the parent window.

Returns:

Instance of the parent window. Can be a WindowBase or Widget.

get_root_window()[source]

Return the root window.

Returns:

Instance of the root window. Can be a WindowBase or Widget.

get_window_matrix(x=0, y=0)[source]

Calculate the transformation matrix to convert between window and widget coordinates.

Parameters:
x: float, defaults to 0

Translates the matrix on the x axis.

y: float, defaults to 0

Translates the matrix on the y axis.

height

Height of the widget.

height is a NumericProperty and defaults to 100.

Warning

Keep in mind that the height property is subject to layout logic and that this has not yet happened at the time of the widget’s __init__ method.

Warning

A negative height is not supported.

ids

This is a dictionary of ids defined in your kv language. This will only be populated if you use ids in your kv language code.

New in version 1.7.0.

ids is a DictProperty and defaults to an empty dict {}.

The ids are populated for each root level widget definition. For example:

# in kv
<MyWidget@Widget>:
    id: my_widget
    Label:
        id: label_widget
        Widget:
            id: inner_widget
            Label:
                id: inner_label
    TextInput:
        id: text_input
    OtherWidget:
        id: other_widget


<OtherWidget@Widget>
    id: other_widget
    Label:
        id: other_label
        TextInput:
            id: other_textinput

Then, in python:

>>> widget = MyWidget()
>>> print(widget.ids)
{'other_widget': <weakproxy at 041CFED0 to OtherWidget at 041BEC38>,
'inner_widget': <weakproxy at 04137EA0 to Widget at 04138228>,
'inner_label': <weakproxy at 04143540 to Label at 04138260>,
'label_widget': <weakproxy at 04137B70 to Label at 040F97A0>,
'text_input': <weakproxy at 041BB5D0 to TextInput at 041BEC00>}
>>> print(widget.ids['other_widget'].ids)
{'other_textinput': <weakproxy at 041DBB40 to TextInput at 041BEF48>,
'other_label': <weakproxy at 041DB570 to Label at 041BEEA0>}
>>> print(widget.ids['label_widget'].ids)
{}
motion_filter

Holds a dict of type_id to list of child widgets registered to receive motion events of type_id.

Don’t change the property directly but use register_for_motion_event() and unregister_for_motion_event() to register and unregister for motion events. If self is registered it will always be the first element in the list.

New in version 2.1.0.

Warning

This is an experimental property and it remains so while this warning is present.

on_motion(etype, me)[source]

Called when a motion event is received.

Parameters:
etype: str

Event type, one of “begin”, “update” or “end”

me: MotionEvent

Received motion event

Returns:

bool True to stop event dispatching

New in version 2.1.0.

Warning

This is an experimental method and it remains so while this warning is present.

on_touch_down(touch)[source]

Receive a touch down event.

Parameters:
touch: MotionEvent class

Touch received. The touch is in parent coordinates. See relativelayout for a discussion on coordinate systems.

Returns:

bool If True, the dispatching of the touch event will stop. If False, the event will continue to be dispatched to the rest of the widget tree.

on_touch_move(touch)[source]

Receive a touch move event. The touch is in parent coordinates.

See on_touch_down() for more information.

on_touch_up(touch)[source]

Receive a touch up event. The touch is in parent coordinates.

See on_touch_down() for more information.

opacity

Opacity of the widget and all its children.

New in version 1.4.1.

The opacity attribute controls the opacity of the widget and its children. Be careful, it’s a cumulative attribute: the value is multiplied by the current global opacity and the result is applied to the current context color.

For example, if the parent has an opacity of 0.5 and a child has an opacity of 0.2, the real opacity of the child will be 0.5 * 0.2 = 0.1.

Then, the opacity is applied by the shader as:

frag_color = color * vec4(1.0, 1.0, 1.0, opacity);

opacity is a NumericProperty and defaults to 1.0.

parent

Parent of this widget. The parent of a widget is set when the widget is added to another widget and unset when the widget is removed from its parent.

parent is an ObjectProperty and defaults to None.

pos

Position of the widget.

pos is a ReferenceListProperty of (x, y) properties.

pos_hint

Position hint. This property allows you to set the position of the widget inside its parent layout (similar to size_hint).

For example, if you want to set the top of the widget to be at 90% height of its parent layout, you can write:

widget = Widget(pos_hint={'top': 0.9})

The keys ‘x’, ‘right’ and ‘center_x’ will use the parent width. The keys ‘y’, ‘top’ and ‘center_y’ will use the parent height.

See Float Layout for further reference.

Note

pos_hint is not used by all layouts. Check the documentation of the layout in question to see if it supports pos_hint.

pos_hint is an ObjectProperty containing a dict.

property proxy_ref

Return a proxy reference to the widget, i.e. without creating a reference to the widget. See weakref.proxy for more information.

New in version 1.7.2.

register_for_motion_event(type_id, widget=None)[source]

Register to receive motion events of type_id.

Override on_motion() or bind to on_motion event to handle the incoming motion events.

Parameters:
type_id: str

Motion event type id (eg. “touch”, “hover”, etc.)

widget: Widget

Child widget or self if omitted

New in version 2.1.0.

Note

Method can be called multiple times with the same arguments.

Warning

This is an experimental method and it remains so while this warning is present.

remove_widget(widget)[source]

Remove a widget from the children of this widget.

Parameters:
widget: Widget

Widget to remove from our children list.

>>> from kivy.uix.button import Button
>>> root = Widget()
>>> button = Button()
>>> root.add_widget(button)
>>> root.remove_widget(button)
right

Right position of the widget.

right is an AliasProperty of (x + width).

size

Size of the widget.

size is a ReferenceListProperty of (width, height) properties.

size_hint

Size hint.

size_hint is a ReferenceListProperty of (size_hint_x, size_hint_y) properties.

See size_hint_x for more information.

size_hint_max

Maximum size when using size_hint.

size_hint_max is a ReferenceListProperty of (size_hint_max_x, size_hint_max_y) properties.

New in version 1.10.0.

size_hint_max_x

When not None, the x-direction maximum size (in pixels, like width) when size_hint_x is also not None.

Similar to size_hint_min_x, except that it sets the maximum width.

size_hint_max_x is a NumericProperty and defaults to None.

New in version 1.10.0.

size_hint_max_y

When not None, the y-direction maximum size (in pixels, like height) when size_hint_y is also not None.

Similar to size_hint_min_y, except that it sets the maximum height.

size_hint_max_y is a NumericProperty and defaults to None.

New in version 1.10.0.

size_hint_min

Minimum size when using size_hint.

size_hint_min is a ReferenceListProperty of (size_hint_min_x, size_hint_min_y) properties.

New in version 1.10.0.

size_hint_min_x

When not None, the x-direction minimum size (in pixels, like width) when size_hint_x is also not None.

When size_hint_x is not None, it is the minimum width that the widget will be set due to the size_hint_x. I.e. when a smaller size would be set, size_hint_min_x is the value used instead for the widget width. When None, or when size_hint_x is None, size_hint_min_x doesn’t do anything.

Only the Layout and Window classes make use of the hint.

size_hint_min_x is a NumericProperty and defaults to None.

New in version 1.10.0.

size_hint_min_y

When not None, the y-direction minimum size (in pixels, like height) when size_hint_y is also not None.

When size_hint_y is not None, it is the minimum height that the widget will be set due to the size_hint_y. I.e. when a smaller size would be set, size_hint_min_y is the value used instead for the widget height. When None, or when size_hint_y is None, size_hint_min_y doesn’t do anything.

Only the Layout and Window classes make use of the hint.

size_hint_min_y is a NumericProperty and defaults to None.

New in version 1.10.0.

size_hint_x

x size hint. Represents how much space the widget should use in the direction of the x axis relative to its parent’s width. Only the Layout and Window classes make use of the hint.

The size_hint is used by layouts for two purposes:

  • When the layout considers widgets on their own rather than in relation to its other children, the size_hint_x is a direct proportion of the parent width, normally between 0.0 and 1.0. For instance, a widget with size_hint_x=0.5 in a vertical BoxLayout will take up half the BoxLayout’s width, or a widget in a FloatLayout with size_hint_x=0.2 will take up 20% of the FloatLayout width. If the size_hint is greater than 1, the widget will be wider than the parent.

  • When multiple widgets can share a row of a layout, such as in a horizontal BoxLayout, their widths will be their size_hint_x as a fraction of the sum of widget size_hints. For instance, if the size_hint_xs are (0.5, 1.0, 0.5), the first widget will have a width of 25% of the parent width.

size_hint_x is a NumericProperty and defaults to 1.

size_hint_y

y size hint.

size_hint_y is a NumericProperty and defaults to 1.

See size_hint_x for more information, but with widths and heights swapped.

to_local(x, y, relative=False)[source]

Transform parent coordinates to local (current widget) coordinates.

See relativelayout for details on the coordinate systems.

Parameters:
relative: bool, defaults to False

Change to True if you want to translate coordinates to relative widget coordinates.

to_parent(x, y, relative=False)[source]

Transform local (current widget) coordinates to parent coordinates.

See relativelayout for details on the coordinate systems.

Parameters:
relative: bool, defaults to False

Change to True if you want to translate relative positions from a widget to its parent coordinates.

to_widget(x, y, relative=False)[source]

Convert the coordinate from window to local (current widget) coordinates.

See relativelayout for details on the coordinate systems.

to_window(x, y, initial=True, relative=False)[source]

If initial is True, the default, it transforms parent coordinates to window coordinates. Otherwise, it transforms local (current widget) coordinates to window coordinates.

See relativelayout for details on the coordinate systems.

top

Top position of the widget.

top is an AliasProperty of (y + height).

unregister_for_motion_event(type_id, widget=None)[source]

Unregister to receive motion events of type_id.

Parameters:
type_id: str

Motion event type id (eg. “touch”, “hover”, etc.)

widget: Widget

Child widget or self if omitted

New in version 2.1.0.

Note

Method can be called multiple times with the same arguments.

Warning

This is an experimental method and it remains so while this warning is present.

walk(restrict=False, loopback=False)[source]

Iterator that walks the widget tree starting with this widget and goes forward returning widgets in the order in which layouts display them.

Parameters:
restrict: bool, defaults to False

If True, it will only iterate through the widget and its children (or children of its children etc.). Defaults to False.

loopback: bool, defaults to False

If True, when the last widget in the tree is reached, it’ll loop back to the uppermost root and start walking until we hit this widget again. Naturally, it can only loop back when restrict is False. Defaults to False.

Returns:

A generator that walks the tree, returning widgets in the forward layout order.

For example, given a tree with the following structure:

GridLayout:
    Button
    BoxLayout:
        id: box
        Widget
        Button
    Widget

walking this tree:

>>> # Call walk on box with loopback True, and restrict False
>>> [type(widget) for widget in box.walk(loopback=True)]
[<class 'BoxLayout'>, <class 'Widget'>, <class 'Button'>,
    <class 'Widget'>, <class 'GridLayout'>, <class 'Button'>]
>>> # Now with loopback False, and restrict False
>>> [type(widget) for widget in box.walk()]
[<class 'BoxLayout'>, <class 'Widget'>, <class 'Button'>,
    <class 'Widget'>]
>>> # Now with restrict True
>>> [type(widget) for widget in box.walk(restrict=True)]
[<class 'BoxLayout'>, <class 'Widget'>, <class 'Button'>]

New in version 1.9.0.

walk_reverse(loopback=False)[source]

Iterator that walks the widget tree backwards starting with the widget before this, and going backwards returning widgets in the reverse order in which layouts display them.

This walks in the opposite direction of walk(), so a list of the tree generated with walk() will be in reverse order compared to the list generated with this, provided loopback is True.

Parameters:
loopback: bool, defaults to False

If True, when the uppermost root in the tree is reached, it’ll loop back to the last widget and start walking back until after we hit widget again. Defaults to False.

Returns:

A generator that walks the tree, returning widgets in the reverse layout order.

For example, given a tree with the following structure:

GridLayout:
    Button
    BoxLayout:
        id: box
        Widget
        Button
    Widget

walking this tree:

>>> # Call walk on box with loopback True
>>> [type(widget) for widget in box.walk_reverse(loopback=True)]
[<class 'Button'>, <class 'GridLayout'>, <class 'Widget'>,
    <class 'Button'>, <class 'Widget'>, <class 'BoxLayout'>]
>>> # Now with loopback False
>>> [type(widget) for widget in box.walk_reverse()]
[<class 'Button'>, <class 'GridLayout'>]
>>> forward = [w for w in box.walk(loopback=True)]
>>> backward = [w for w in box.walk_reverse(loopback=True)]
>>> forward == backward[::-1]
True

New in version 1.9.0.

width

Width of the widget.

width is a NumericProperty and defaults to 100.

Warning

Keep in mind that the width property is subject to layout logic and that this has not yet happened at the time of the widget’s __init__ method.

Warning

A negative width is not supported.

x

X position of the widget.

x is a NumericProperty and defaults to 0.

y

Y position of the widget.

y is a NumericProperty and defaults to 0.

exception kivy.uix.widget.WidgetException[source]

Bases: Exception

Fired when the widget gets an exception.

Appendix

The appendix contains licensing information and an enumeration of all the different modules, classes, functions and variables available in Kivy.

License

Kivy is released and distributed under the terms of the MIT license starting version 1.7.2. Older versions are still under the LGPLv3.

You should have received a copy of the MIT license alongside your Kivy distribution. See the LICENSE file in the Kivy root folder. An online version of the license can be found at:

In a nutshell, the license allows you to use Kivy in your own projects regardless of whether they are open source, closed source, commercial or free. Even if the license doesn’t require it, we would really appreciate when you make changes to the Kivy sourcecode itself, share those changes with us!

For a list of authors, please see the file AUTHORS that accompanies the Kivy source code distribution (next to LICENSE).

Kivy – Copyright 2010-2023, The Kivy Authors.