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.
User’s Guide¶
This part of the documentation explains the basic ideas behind Kivy’s design and why you’d want to use it. It goes on with a discussion of the architecture and shows you how to create stunning applications in a short time using the framework.
Installation¶
We try not to reinvent the wheel, but to bring something innovative to the market. As a consequence, we’re focused on our own code and use pre-existing, high quality third-party libraries where possible.
To support the full, rich set of features that Kivy offers, several other libraries are required. If you do not use a specific feature (e.g. video playback), you don’t need the corresponding dependency.
That said, there is one dependency that Kivy does require: Cython.
In addition, you need a Python 2.x (2.7 <= x < 3.0) or 3.x (3.4 <= x) interpreter. If you want to enable features like windowing (i.e. open a Window), audio/video playback or spelling correction, additional dependencies must be available. For these, we recommend SDL2, Gstreamer 1.x and PyEnchant respectively.
Other optional libraries (mutually independent) are:
- OpenCV 2.0 – Camera input,
- Pillow – Image and text display,
- PyEnchant – Spelling correction.
That said, DON’T PANIC!
We don’t expect you to install all those things on your own. Instead, we have created nice portable packages that you can use directly, and they already contain the necessary packages for your platform. We just want you to know that there are alternatives to the defaults and give you an overview of the things Kivy uses internally.
Dependencies¶
Here are listed dependencies required for Kivy to run and have/had issues in specific versions that broke our core functionality and Kivy either doesn’t compile or can throw errors:
Cython¶
Kivy 1.11.0.dev0 requires at least Cython version 0.23, and has been tested through 0.28.3. Later versions may work, but as they have not been tested there is no guarantee. The following versions of Cython have known issues and cannot be used with Kivy: 0.27, 0.27.2
Working versions¶
- Kivy 1.11.0.dev0 -> Cython==0.28.3
- Kivy 1.10.1 -> Cython==0.28.2
- Kivy 1.10.0 -> Cython==0.25.2
- Kivy 1.9.1 -> Cython==0.23.1
- Kivy 1.9.0 -> Cython==0.21.2
To force a version of cython, use:
$ sudo pip install -U --force-reinstall Cython==<version>
where <version> is the appropriate version number.
Known issues¶
- 0.27 -> Kivy Cython declaration bug in 1.10.0 causes failing compilation
Unsupported¶
- 0.27 - 0.27.2 -> Kivy doesn’t compile on Python 3.4 with MinGWPy because of a used unexported symbol during the compilation. For more details see this issue.
Stable Version¶
The latest stable version can be found on Kivy’s website at http://kivy.org/#download. Please refer to the installation instructions for your specific platform:
Installation on Windows¶
Prerequisites¶
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 in each Python version that you want to use Kivy in.
Beginning with 1.9.1 we provide binary wheels for Kivy and all its dependencies to be used with an existing Python installation. See Installation.
We also provide nightly wheels generated using Kivy master. See Nightly wheel installation. See also Upgrading from a previous Kivy dist. If installing kivy to an alternate location and not to site-packages, please see Installing Kivy to an alternate location.
Note
For Python < 3.5 we use the MinGW compiler. However, for Python 3.5+ on Windows we currently only support the MSVC compiler because of the following Python issue 4709 about MinGW. Generally this should make no difference when using precompiled wheels.
Installation¶
Now that python is installed, open the Command line and make sure
python is available by typing python --version
. Then, do the following to
install.
Ensure you have the latest pip and wheel:
python -m pip install --upgrade pip wheel setuptools
Install the dependencies (skip gstreamer (~120MB) if not needed, see Kivy’s dependencies):
python -m pip install docutils pygments pypiwin32 kivy.deps.sdl2 kivy.deps.glew python -m pip install kivy.deps.gstreamer
Note
If you encounter a MemoryError while installing, add after pip install an option –no-cache-dir.
For Python 3.5+, you can also use the angle backend instead of glew. This can be installed with:
python -m pip install kivy.deps.angle
Install kivy:
python -m pip install kivy
(Optionally) Install the kivy examples:
python -m pip install kivy_examples
The examples are installed in the share directory under the root directory where python is installed.
That’s it. You should now be able to import kivy
in python or run a basic
example if you installed the kivy examples:
python share\kivy-examples\demo\showcase\main.py
Note
If you encounter any permission denied errors, try opening the Command prompt as administrator and trying again.
What are wheels, pip and wheel¶
In Python, packages such as Kivy can be installed with the python package
manager, pip. Some packages such as Kivy
require additional steps, such as compilation, when installing using the Kivy
source code with pip. Wheels (with a .whl
extension) are pre-built
distributions of a package that has already been compiled and do not require
additional steps to install.
When hosted on pypi one installs a wheel
using pip
, e.g. python -m pip install kivy
. When downloading and
installing a wheel directly, python -m pip install wheel_file_name
is used,
such as:
python -m pip install C:\Kivy-1.9.1.dev-cp27-none-win_amd64.whl
Nightly wheel installation¶
Warning
Using the latest development version can be risky and you might encounter issues during development. If you encounter any bugs, please report them.
Snapshot wheels of current Kivy master are created on every commit to the
master branch of kivy repository. They can be found
here. To use them, instead of
doing python -m pip install kivy
we’ll install one of these wheels as
follows.
- Perform steps 1 and 2 of the above Installation section.
- Download the appropriate wheel for your system.
- Install it with
python -m pip install wheel-name
wherewheel-name
is the name of the renamed file and add deps to the PATH.
Kivy examples are separated from the core because of their size. The examples can be installed separately on both Python 2 and 3 with this single wheel:
Kivy’s dependencies¶
We offer wheels for Kivy and its dependencies separately so only desired
dependencies need be installed. The dependencies are offered as
optional sub-packages of kivy.deps, e.g. kivy.deps.sdl2
.
Currently on Windows, we provide the following dependency wheels:
- gstreamer for audio and video
- glew and/or angle (3.5 only) for OpenGL
- sdl2 for control and/or OpenGL.
One can select which of these to use for OpenGL use using the KIVY_GL_BACKEND envrionment variable by setting it to glew (the default), angle, or sdl2. angle is currently in an experimental phase as a substitute for glew on Python 3.5 only.
gstreamer is an optional dependency which only needs to be installed if video display or audio is desired. ffpyplayer is an alternate dependency for audio or video.
Command line¶
Know your command line. To execute any of the pip
or wheel
commands, one needs a command line tool with python on the path.
The default command line on Windows is
Command Prompt, and the
quickest way to open it is to press Win+R on your keyboard, type cmd
in the window that opens, and then press enter.
Alternate linux style command shells that we recommend is Git for Windows which offers a bash command line as well as git. Note, CMD can still be used even if bash is installed.
Walking the path! To add your python 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:\Python27
. Alternatively if you only have one
python version installed, permanently add the python directory to the path for
cmd or
bash.
Use development Kivy¶
Warning
Using the latest development version can be risky and you might encounter issues during development. If you encounter any bugs, please report them.
To compile and install kivy using the kivy source code or to use kivy with git rather than a wheel there are some additional steps:
Both the
python
and thePython\Scripts
directories must be on the path. They must be on the path every time you recompile kivy.Ensure you have the latest pip and wheel with:
python -m pip install --upgrade pip wheel setuptools
Get the compiler. For Python < 3.5 we use mingwpy as follows.
Create the
python\Lib\distutils\distutils.cfg
file and add the two lines:[build] compiler = mingw32
Install MinGW with:
python -m pip install -i https://pypi.anaconda.org/carlkl/simple mingwpy
For Python 3.5 we use the MSVC compiler. For 3.5, Visual Studio 2015 is required, which is availible for free. Just download and install it and you’ll be good to go.
Visual Studio is very big so you can also use the smaller, Visual C Build Tools instead.
Set the environment variables. On windows do:
set USE_SDL2=1 set USE_GSTREAMER=1
In bash do:
export USE_SDL2=1 export USE_GSTREAMER=1
These variables must be set everytime you recompile kivy.
Install the other dependencies as well as their dev versions (you can skip gstreamer and gstreamer_dev if you aren’t going to use video/audio):
python -m pip install Cython==0.28.3 docutils pygments pypiwin32 kivy.deps.sdl2 kivy.deps.glew kivy.deps.gstreamer kivy.deps.glew_dev kivy.deps.sdl2_dev kivy.deps.gstreamer_dev
If you downloaded or cloned kivy to an alternate location and don’t want to install it to site-packages read the next section.
Finally compile and install kivy with
pip install filename
, wherefilename
can be a url such ashttps://github.com/kivy/kivy/archive/master.zip
for kivy master, or the full path to a local copy of a kivy.
Start installation of Kivy cloned from GitHub:
python -m pip install kivy\.
If the compilation succeeds without any error, Kivy should be good to go. You can test it with running a basic example:
python share\kivy-examples\demo\showcase\main.py
Installing Kivy to an alternate location¶
In development Kivy is often installed to an alternate location and then installed with:
python -m pip install -e location
That allows Kivy to remain in its original location while being available to python, which is useful for tracking changes you make in Kivy for example directly with Git.
To achieve using Kivy in an alternate location extra tweaking is required.
Due to this issue wheel
and
pip
install the dependency wheels to python\Lib\site-packages\kivy
. So
they need to be moved to your actual kivy installation from site-packages.
After installing the kivy dependencies and downloading or cloning kivy to your favorite location, do the following:
- Move the contents of
python\Lib\site-packages\kivy\deps
toyour-path\kivy\deps
whereyour-path
is the path where your kivy is located. That means if you cloned from GitHub, thedeps
have to end up in the innerkivy
folder. - Remove the
python\Lib\site-packages\kivy
directory altogether. - From
python\Lib\site-packages
move allkivy.deps.*.dist-info
directories toyour-path
right next tokivy
.
Now you can safely compile kivy in its current location with one of these commands:
> make
> mingw32-make
> python -m pip install -e .
> python setup.py build_ext --inplace
If kivy fails to be imported, you probably didn’t delete all the
*.dist-info
folders and and the kivy or kivy.deps*
folders from
site-packages.
Making Python available anywhere¶
There are two methods for launching python on your *.py
files.
If you only have one Python installed, you can associate all *.py
files
with your python, if it isn’t already, and then run it by double clicking. Or
you can only do it once if you want to be able to choose each time:
- Right click on the Python file (.py file extension) of the application you want to launch
- From the context menu that appears, select Open With
- Browse your hard disk drive and find the file
python.exe
that you want to use. Select it. - Select “Always open the file with…” if you don’t want to repeat this procedure every time you double click a .py file.
- You are done. Open the file.
You can launch a .py file with our Python using the Send-to menu:
- Browse to the
python.exe
file you want to use. Right click on it and copy it. - Open Windows explorer (File explorer in Windows 8), and to go the address ‘shell:sendto’. You should get the special Windows directory SendTo
- Paste the previously copied
python.exe
file as a shortcut. - Rename it to python <python-version>. E.g.
python27-x64
You can now execute your application by right clicking on the .py file -> “Send To” -> “python <python-version>”.
Upgrading from a previous Kivy dist¶
To install the new wheels to a previous Kivy distribution all the files and folders, except for the python folder should be deleted from the distribution. This python folder will then be treated as a normal system installed python and all the steps described in Installation can then be continued.
Installation on OS X¶
Note
This guide describes multiple ways for setting up Kivy.
Using Wheels¶
Wheels are precompiled binaries for the specific platform you are on. All you need to do to install kivy using wheels on osx is
$ python -m pip install kivy
If you would like to use media playback with kivy, you should install ffpyplayer like so
$ python -m pip install ffpyplayer
Make sure to set KIVY_VIDEO=ffpyplayer env variable before running the app.
Gstreamer Wheels would be uploaded to pypi shortly.
Using Conda¶
If you use Anaconda; you first need to activate conda-forger like so
$ conda config --add channels conda-forge
Then you can install kivy using
$ conda install kivy
Using The Kivy.app¶
Note
This method has only been tested on OS X 10.7 and above (64-bit). For versions prior to 10.7 or 10.7 32-bit, you have to install the components yourself.
For OS X 10.7 and later, we provide packages with all dependencies bundled in a virtual environment, including a Python interpreter for python3 version. These bundles are primarily used for rapid prototyping, and currently serve as containers for packaging Kivy apps with Buildozer.
To install Kivy, you must:
- Navigate to the latest Kivy release at https://kivy.org/downloads/ and download Kivy-*-osx-python*.dmg.
- Open the dmg
- Copy the Kivy.app to /Applications.
- Create a symlink by running the makesymlinks in the window that opens when you open the dmg
- Examples and all the normal kivy tools are present in the Kivy.app/Contents/Resources/kivy directory.
You should now have a kivy script that you can use to launch your kivy app from the terminal.
You can just drag and drop your main.py to run your app too.
The Kivy SDK on OS X uses its own virtual env that is activated when you run your app using the kivy command. To install any module you need to install the module like so:
$ kivy -m pip install <modulename>
Inside the portable venv within the app at:
Kivy.app/Contents/Resources/venv/
If you install a module that installs a binary for example like kivy-garden. That binary will be only available from the venv above, as in after you do:
kivy -m pip install kivy-garden
The garden lib will be only available when you activate this env:
source /Applications/Kivy.app/Contents/Resources/venv/bin/activate
garden install mapview
deactivate
Just copy the binary to the /Applications/Kivy.app/Contents/Resources/venv/bin/ directory.
Kivy.app comes with SDL2 and Gstreamer frameworks provided. To include frameworks other than the ones provided do the following:
git clone http://github.com/tito/osxrelocator
export PYTHONPATH=~/path/to/osxrelocator
cd /Applications/Kivy.app
python -m osxrelocator -r . /Library/Frameworks/<Framework_name>.framework/ \
@executable_path/../Frameworks/<Framework_name>.framework/
Do not forget to replace <Framework_name> with your framework. This tool osxrelocator essentially changes the path for the libs in the framework such that they are relative to the executable within the .app, making the Framework portable with the .app.
You can run any Kivy application by simply dragging the application’s main file onto the Kivy.app icon. Just try this with any python file in the examples folder.
If you want to use Kivy from the command line, double-click the Make Symlinks
script
after you have dragged the Kivy.app into the Applications folder. To test if it worked:
Open Terminal.app and enter:
$ kivyYou should get a Python prompt.
In there, type:
>>> import kivyIf it just goes to the next line without errors, it worked.
Running any Kivy application from the command line is now simply a matter of executing a command like the following:
$ kivy yourapplication.py
Using Homebrew with pip¶
You can install Kivy with Homebrew and pip using the following steps:
Install the requirements using homebrew:
$ brew install pkg-config sdl2 sdl2_image sdl2_ttf sdl2_mixer gstreamerInstall Cython and Kivy using pip:
$ pip install Cython==0.28.3 $ pip install kivy
To install the development version, use this in the second step:
$ pip install https://github.com/kivy/kivy/archive/master.zip
Using MacPorts with pip¶
Note
You will have to manually install gstreamer support if you wish to support video playback in your Kivy App. The latest port documents show the following py-gst-python port.
You can install Kivy with macports only:
Install Macports
Choose python versions for Kivy, available version 2.7, 3.5, 3.6
$ port install py35-kivy # for python 3.5 $ port install py36-kivy # for python 3.6
Check if kivy is available
$ python3.5 $ >>> import kivy
You can install Kivy with Macports and pip using the following steps:
Install Macports
Install and set Python 3.4 as the default:
$ port install python34 $ port select --set python python34Install and set pip as the default:
$ port install pip-34 $ port select --set pip pip-34Install the requirements using Macports:
$ port install libsdl2 libsdl2_image libsdl2_ttf libsdl2_mixerInstall Cython and Kivy using pip:
$ pip install Cython==0.28.3 $ pip install kivy
To install the development version, use this in the second step:
$ pip install https://github.com/kivy/kivy/archive/master.zip
Installation on Linux¶
Using software packages¶
For installing distribution relative packages .deb/.rpm/…
Add one of the PPAs as you prefer
stable builds: $ sudo add-apt-repository ppa:kivy-team/kivy nightly builds: $ sudo add-apt-repository ppa:kivy-team/kivy-daily - Update your package list using your package manager
$ sudo apt-get update
Install Kivy
Python2 - python-kivy: $ sudo apt-get install python-kivy Python3 - python3-kivy: $ sudo apt-get install python3-kivy optionally the examples - kivy-examples: $ sudo apt-get install kivy-examples
Add one of the PPAs to your sources.list in apt manually or via Synaptic
stable builds: deb http://ppa.launchpad.net/kivy-team/kivy/ubuntu xenial main daily builds: deb http://ppa.launchpad.net/kivy-team/kivy-daily/ubuntu xenial main Notice: Wheezy is not supported - You’ll need to upgrade to Jessie at least!
Add the GPG key to your apt keyring by executing
as user:
sudo apt-key adv --keyserver keyserver.ubuntu.com --recv-keys A863D2D6
as root:
apt-key adv --keyserver keyserver.ubuntu.com --recv-keys A863D2D6
Refresh your package list and install python-kivy and/or python3-kivy and optionally the examples found in kivy-examples
- Find out on which Ubuntu release your installation is based on, using this overview.
- Continue as described for Ubuntu above, depending on which version your installation is based on.
Find out which version of the distribution you are running and use the table below to find out on which Ubuntu LTS it is based.
Bodhi 1: Ubuntu 10.04 LTS aka Lucid (No packages, just manual install) Bodhi 2: Ubuntu 12.04 LTS aka Precise Bodhi 3: Ubuntu 14.04 LTS aka Trusty Bodhi 4: Ubuntu 16.04 LTS aka Xenial
- Continue as described for Ubuntu above, depending on which version your installation is based on.
- To install kivy go to http://software.opensuse.org/package/python-Kivy and use the “1 Click Install” for your openSuse version. You might need to make the latest kivy version appear in the list by clicking on “Show unstable packages”. We prefer to use packages by ” devel:languages:python”.
- If you would like access to the examples, please select python-Kivy-examples in the upcoming installation wizard.
There is a kivy ebuild (kivy stable version)
emerge Kivy
available USE-flags are:
cairo: Standard flag, let kivy use cairo graphical libraries. camera: Install libraries needed to support camera. doc: Standard flag, will make you build the documentation locally. examples: Standard flag, will give you kivy examples programs. garden: Install garden tool to manage user maintained widgets. gstreamer: Standard flag, kivy will be able to use audio/video streaming libraries. spell: Standard flag, provide enchant to use spelling in kivy apps.
For other distros, we recommend installing via pip as shown below.
Installation in a Virtual Environment¶
Common dependencies¶
Different versions of Kivy have only been tested up to a certain Cython version. It may or may not work with a later version.
Kivy | Cython |
---|---|
1.9 | 0.21.2 |
1.9.1 | 0.23.1 |
1.10.0 | 0.25.2 |
1.10.1 | 0.28.2 |
Dependencies with SDL2¶
In the following command use “python” and “python-dev” for Python 2, or “python3” and “python3-dev” for Python 3.
# Install necessary system packages
sudo apt-get install -y \
python-pip \
build-essential \
git \
python \
python-dev \
ffmpeg \
libsdl2-dev \
libsdl2-image-dev \
libsdl2-mixer-dev \
libsdl2-ttf-dev \
libportmidi-dev \
libswscale-dev \
libavformat-dev \
libavcodec-dev \
zlib1g-dev
# Install gstreamer for audio, video (optional)
sudo apt-get install -y \
libgstreamer1.0 \
gstreamer1.0-plugins-base \
gstreamer1.0-plugins-good
Note: Depending on your Linux version, you may receive error messages related to the “ffmpeg” package. In this scenario, use “libav-tools ” in place of “ffmpeg ” (above), or use a PPA (as shown below):
- sudo add-apt-repository ppa:mc3man/trusty-media
- sudo apt-get update
- sudo apt-get install ffmpeg
# Make sure Pip, Virtualenv and Setuptools are updated sudo pip install --upgrade pip virtualenv setuptools # Then create a virtualenv named "kivyinstall" by either: # 1. using the default interpreter virtualenv --no-site-packages kivyinstall # or 2. using a specific interpreter # (this will use the interpreter in /usr/bin/python2.7) virtualenv --no-site-packages -p /usr/bin/python2.7 kivyinstall # Enter the virtualenv . kivyinstall/bin/activate # Use correct Cython version here pip install Cython==0.28.3 # Install stable version of Kivy into the virtualenv pip install kivy # For the development version of Kivy, use the following command instead # pip install git+https://github.com/kivy/kivy.git@master
Dependencies with legacy PyGame¶
# Install necessary system packages
sudo apt-get install -y \
python-pip \
build-essential \
mercurial \
git \
python \
python-dev \
ffmpeg \
libsdl-image1.2-dev \
libsdl-mixer1.2-dev \
libsdl-ttf2.0-dev \
libsmpeg-dev \
libsdl1.2-dev \
libportmidi-dev \
libswscale-dev \
libavformat-dev \
libavcodec-dev \
zlib1g-dev
$ sudo yum install \
make \
mercurial \
automake \
gcc \
gcc-c++ \
SDL_ttf-devel \
SDL_mixer-devel \
khrplatform-devel \
mesa-libGLES \
mesa-libGLES-devel \
gstreamer-plugins-good \
gstreamer \
gstreamer-python \
mtdev-devel \
python-devel \
python-pip
$ sudo zypper install \
python-distutils-extra \
python-gstreamer-0_10 \
python-enchant \
gstreamer-0_10-plugins-good \
python-devel \
Mesa-devel \
python-pip
$ sudo zypper install -t pattern devel_C_C++
# Make sure Pip, Virtualenv and Setuptools are updated sudo pip install --upgrade pip virtualenv setuptools # Then create a virtualenv named "kivyinstall" by either: # 1. using the default interpreter virtualenv --no-site-packages kivyinstall # or 2. using a specific interpreter # (this will use the interpreter in /usr/bin/python2.7) virtualenv --no-site-packages -p /usr/bin/python2.7 kivyinstall # Enter the virtualenv . kivyinstall/bin/activate pip install numpy pip install Cython==0.28.3 # If you want to install pygame backend instead of sdl2 # you can install pygame using command below and enforce using # export USE_SDL2=0. If kivy's setup can't find sdl2 libs it will # automatically set this value to 0 then try to build using pygame. pip install hg+http://bitbucket.org/pygame/pygame # Install stable version of Kivy into the virtualenv pip install kivy # For the development version of Kivy, use the following command instead pip install git+https://github.com/kivy/kivy.git@master
# Install development version of buildozer into the virtualenv
pip install git+https://github.com/kivy/buildozer.git@master
# Install development version of plyer into the virtualenv
pip install git+https://github.com/kivy/plyer.git@master
# Install a couple of dependencies for KivyCatalog
pip install -U pygments docutils
Start from the Command Line¶
We ship some examples that are ready-to-run. However, these examples are packaged inside the package. This means you must first know where easy_install has installed your current kivy package, and then go to the examples directory:
$ python -c "import pkg_resources; print(pkg_resources.resource_filename('kivy', '../share/kivy-examples'))"
And you should have a path similar to:
/usr/local/lib/python2.6/dist-packages/Kivy-1.0.4_beta-py2.6-linux-x86_64.egg/share/kivy-examples/
Then you can go to the example directory, and run it:
# launch touchtracer
$ cd <path to kivy-examples>
$ cd demo/touchtracer
$ python main.py
# launch pictures
$ cd <path to kivy-examples>
$ cd demo/pictures
$ python main.py
If you are familiar with Unix and symbolic links, you can create a link directly in your home directory for easier access. For example:
Get the example path from the command line above
Paste into your console:
$ ln -s <path to kivy-examples> ~/
Then, you can access to kivy-examples directly in your home directory:
$ cd ~/kivy-examples
If you wish to start your Kivy programs as scripts (by typing ./main.py) or by double-clicking them, you will want to define the correct version of Python by linking to it. Something like:
$ sudo ln -s /usr/bin/python2.7 /usr/bin/kivy
Or, if you are running Kivy inside a virtualenv, link to the Python interpreter for it, like:
$ sudo ln -s /home/your_username/Envs/kivy/bin/python2.7 /usr/bin/kivy
Then, inside each main.py, add a new first line:
#!/usr/bin/kivy
NOTE: Beware of Python files stored with Windows-style line endings (CR-LF). Linux will not ignore the <CR> and will try to use it as part of the file name. This makes confusing error messages. Convert to Unix line endings.
Device permissions¶
When you app starts, Kivy uses Mtdev to scan for available multi-touch devices to use for input. Access to these devices is typically restricted to users or group with the appropriate permissions.
If you do not have access to these devices, Kivy will log an error or warning specifying these devices, normally something like:
Permission denied:'/dev/input/eventX'
In order to use these devices, you need to grant the user or group permission. This can be done via:
$ sudo chmod u+r /dev/input/eventX
for the user or:
$ sudo chmod g+r /dev/input/eventX
for the group. These permissions will only be effective for the duration of your current session. A more permanent solution is to add the user to a group that has these permissions. For example, in Ubuntu, you can add the user to the ‘input’ group:
$ sudo adduser $USER input
Note that you need to log out then back in again for these permissions to be applied.
Installation on Android¶
Kivy is a Python framework, and simply installing it on an Android device the same way as on a desktop machine will do nothing. However, you can compile a Kivy application to a standard Android APK that will run just like a normal java app on (more or less) any device.
We provide several different tools to help you run code on an Android device, covered fully in the Android packaging documentation. These include creating a fully standalone APK that may be released on an Android store, as well as the ability to run your Kivy apps without a compilation step using our pre-prepared Kivy Launcher app.
Installation on Raspberry Pi¶
You can install Kivy manually, or you can download and boot KivyPie on the Raspberry Pi. Both options are described below.
Manual installation (On Raspbian Jessie/Stretch)¶
Install the dependencies:
sudo apt-get update sudo apt-get install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev \ pkg-config libgl1-mesa-dev libgles2-mesa-dev \ python-setuptools libgstreamer1.0-dev git-core \ gstreamer1.0-plugins-{bad,base,good,ugly} \ gstreamer1.0-{omx,alsa} python-dev libmtdev-dev \ xclip xsel
Install a new enough version of Cython:
sudo pip install -U Cython==0.28.3
Install Kivy globally on your system:
sudo pip install git+https://github.com/kivy/kivy.git@master
Or build and use kivy inplace (best for development):
git clone https://github.com/kivy/kivy cd kivy make echo "export PYTHONPATH=$(pwd):\$PYTHONPATH" >> ~/.profile source ~/.profile
Note
On versions of kivy prior to 1.10.1, Mesa library naming changes can result in “Unable to find any valuable Window provider” errors. If you experience this issue, please upgrade or consult ticket #5360.
Manual installation (On Raspbian Wheezy)¶
Add APT sources for Gstreamer 1.0 in /etc/apt/sources.list:
deb http://vontaene.de/raspbian-updates/ . main
Add APT key for vontaene.de:
gpg --recv-keys 0C667A3E gpg -a --export 0C667A3E | sudo apt-key add -
Install the dependencies:
sudo apt-get update sudo apt-get install libsdl2-dev libsdl2-image-dev libsdl2-mixer-dev libsdl2-ttf-dev \ pkg-config libgl1-mesa-dev libgles2-mesa-dev \ python-setuptools libgstreamer1.0-dev git-core \ gstreamer1.0-plugins-{bad,base,good,ugly} \ gstreamer1.0-{omx,alsa} python-dev
Install pip from source:
wget https://raw.github.com/pypa/pip/master/contrib/get-pip.py sudo python get-pip.py
Install Cython from sources (debian packages are outdated):
sudo pip install Cython==0.28.3
Install Kivy globally on your system:
sudo pip install git+https://github.com/kivy/kivy.git@master
Or build and use kivy inplace (best for development):
git clone https://github.com/kivy/kivy cd kivy make echo "export PYTHONPATH=$(pwd):\$PYTHONPATH" >> ~/.profile source ~/.profile
KivyPie distribution¶
KivyPie is a compact and lightweight Raspbian based distribution that comes with Kivy installed and ready to run. It is the result of applying the manual installation steps described above, with a few more extra tools. You can download the image from http://kivypie.mitako.eu/kivy-download.html and boot it on a Raspberry PI.
Running the demo¶
Go to your kivy/examples folder, you’ll have tons of demo you could try.
You could start the showcase:
cd kivy/examples/demo/showcase
python main.py
3d monkey demo is also fun too see:
cd kivy/examples/3Drendering
python main.py
Change the default screen to use¶
You can set an environment variable named KIVY_BCM_DISPMANX_ID in order to change the display used to run Kivy. For example, to force the display to be HDMI, use:
KIVY_BCM_DISPMANX_ID=2 python main.py
Check Controlling the environment to see all the possible values.
Using Official RPi touch display¶
If you are using the official Raspberry Pi touch display, you need to
configure Kivy to use it as an input source. To do this, edit the file
~/.kivy/config.ini
and go to the [input]
section. Add this:
mouse = mouse
mtdev_%(name)s = probesysfs,provider=mtdev
hid_%(name)s = probesysfs,provider=hidinput
For more information about configuring Kivy, see Configure Kivy
Where to go ?¶
We made few games using GPIO / physical input we got during Pycon 2013: a button and a tilt. Checkout the https://github.com/kivy/piki. You will need to adapt the GPIO pin in the code.
A video to see what we were doing with it: http://www.youtube.com/watch?v=NVM09gaX6pQ
Development Version¶
The development version is for developers and testers. Note that when running a development version, you’re running potentially broken code at your own risk. To use the development version, you will first need to install the dependencies. Thereafter, you will need to set up Kivy on your computer in a way that allows for easy development. For that, please see our Contributing document.
Installing Dependencies¶
To install Kivy’s dependencies, follow the guide below for your platform. You might also need these packages for the RST and lexing components:
$ sudo pip install pygments docutils
Ubuntu¶
For Ubuntu 12.04 and above (tested to 14.04), simply enter the following command that will install all necessary packages:
$ sudo apt-get install python-setuptools python-pygame python-opengl \
python-gst0.10 python-enchant gstreamer0.10-plugins-good python-dev \
build-essential libgl1-mesa-dev-lts-quantal libgles2-mesa-dev-lts-quantal\
python-pip
For Ubuntu 15.04 and versions older than 12.04, this one should work:
$ sudo apt-get install python-setuptools python-pygame python-opengl \
python-gst0.10 python-enchant gstreamer0.10-plugins-good python-dev \
build-essential libgl1-mesa-dev libgles2-mesa-dev zlib1g-dev python-pip
For Ubuntu 16.04:
$ sudo apt-get install python-setuptools python-pygame python-opengl \
python-gst0.10 python-enchant gstreamer0.10-plugins-good python-dev \
build-essential python-pip libgl1-mesa-dev libgles2-mesa-dev zlib1g-dev
For Ubuntu 17.10 and 18.04:
$ sudo apt-get install python-setuptools python-pygame python-opengl \
python-enchant python-dev build-essential python-pip libgl1-mesa-dev \
libgles2-mesa-dev zlib1g-dev
Kivy requires a recent version of Cython, so you might need to update your Cython installation.
$ sudo pip install --upgrade Cython==0.28.3
If you experience compilation problems, please check your version of Cython against those in the Cython dependencies section.
OS X¶
Without using brew you can install the dependencies for kivy by manually pasting the following commands in a terminal:
curl -O -L https://www.libsdl.org/release/SDL2-2.0.4.dmg
curl -O -L https://www.libsdl.org/projects/SDL_image/release/SDL2_image-2.0.1.dmg
curl -O -L https://www.libsdl.org/projects/SDL_mixer/release/SDL2_mixer-2.0.1.dmg
curl -O -L https://www.libsdl.org/projects/SDL_ttf/release/SDL2_ttf-2.0.13.dmg
curl -O -L http://gstreamer.freedesktop.org/data/pkg/osx/1.7.1/gstreamer-1.0-1.7.1-x86_64.pkg
curl -O -L http://gstreamer.freedesktop.org/data/pkg/osx/1.7.1/gstreamer-1.0-devel-1.7.1-x86_64.pkg
hdiutil attach SDL2-2.0.4.dmg
sudo cp -a /Volumes/SDL2/SDL2.framework /Library/Frameworks/
This should ask you for your root password, provide it and then paste the following lines in your terminal:
hdiutil attach SDL2_image-2.0.1.dmg sudo cp -a /Volumes/SDL2_image/SDL2_image.framework /Library/Frameworks/ hdiutil attach SDL2_ttf-2.0.13.dmg sudo cp -a /Volumes/SDL2_ttf/SDL2_ttf.framework /Library/Frameworks/ hdiutil attach SDL2_mixer-2.0.1.dmg sudo cp -a /Volumes/SDL2_mixer/SDL2_mixer.framework /Library/Frameworks/ sudo installer -package gstreamer-1.0-1.7.1-x86_64.pkg -target / sudo installer -package gstreamer-1.0-devel-1.7.1-x86_64.pkg -target / pip install --upgrade --user Cython==0.28.3 pillow
Now that you have all the dependencies for kivy, you need to make sure you have the command line tools installed:
xcode-select --install
Go to an appropriate dir like:
mkdir ~/code
cd ~/code
You can now install kivy itself:
git clone http://github.com/kivy/kivy
cd kivy
make
This should compile kivy, to make it accessible in your python env just point your PYTHONPATH to this dir:
export PYTHONPATH=~/code/kivy:$PYTHONPATH
To check if kivy is installed, type the following command in your terminal:
python -c "import kivy"
It should give you an output similar to the following:
$ python -c "import kivy"
[INFO ] [Logger ] Record log in /Users/quanon/.kivy/logs/kivy_15-12-31_21.txt
[INFO ] [Screen ] Apply screen settings for Motorola Droid 2
[INFO ] [Screen ] size=480x854 dpi=240 density=1.5 orientation=portrait
[INFO ] [Kivy ] v1.9.1-stable
[INFO ] [Python ] v2.7.10 (default, Oct 23 2015, 18:05:06)
[GCC 4.2.1 Compatible Apple LLVM 7.0.0 (clang-700.0.59.5)]
OSX HomeBrew¶
If you prefer to use homebrew: install the requirements using homebrew:
$ brew install sdl2 sdl2_image sdl2_ttf sdl2_mixer gstreamer
Windows¶
See Use development Kivy.
Installing Kivy for Development¶
Now that you’ve installed all the required dependencies, it’s time to download and compile a development version of Kivy:
Download Kivy from GitHub:
$ git clone git://github.com/kivy/kivy.git
$ cd kivy
Compile:
$ python setup.py build_ext --inplace -f
If you have the make
command available, you can also use the
following shortcut to compile (does the same as the last command):
$ make
Warning
By default, versions 2.7 to 2.7.2 of Python use the gcc compiler which ships with earlier versions of XCode. As of version 4.2, only the clang compiler is shipped with XCode by default. This means that if you build using XCode 4.2 or above, you need to ensure you have at least Python 2.7.3 installed, but preferably the latest version (2.7.5 at the time of writing).
If you want to modify the Kivy code itself, set up the PYTHONPATH environment
variable to
point at your clone.
This way you don’t have to install (setup.py install
) after every tiny
modification. Python will instead import Kivy from your clone.
Alternatively, if you don’t want to make any changes to Kivy itself, you can also run (as admin, e.g. with sudo):
$ python setup.py install
If you want to contribute code (patches, new features) to the Kivy codebase, please read Contributing.
Running the test suite¶
To help detect issues and behaviour changes in Kivy, a set of unittests are provided. A good thing to do is to run them just after your Kivy installation, and every time you intend to push a change. If you think something was broken in Kivy, perhaps a test will show this. (If not, it might be a good time to write one.)
Kivy tests are based on nosetest, which you can install from your package manager or using pip:
$ pip install nose
To run the test suite, do:
$ make test
Uninstalling Kivy¶
If you are mixing multiple Kivy installations, you might be confused about where each Kivy version is located. Please note that you might need to follow these steps multiple times if you have multiple Kivy versions installed in the Python library path. To find your current installed version, you can use the command line:
$ python -c 'import kivy; print(kivy.__path__)'
Then, remove that directory recursively.
If you have installed Kivy with easy_install on linux, the directory may contain a “egg” directory. Remove that as well:
$ python -c 'import kivy; print(kivy.__path__)'
['/usr/local/lib/python2.7/dist-packages/Kivy-1.0.7-py2.7-linux-x86_64.egg/kivy']
$ sudo rm -rf /usr/local/lib/python2.7/dist-packages/Kivy-1.0.7-py2.7-linux-x86_64.egg
If you have installed with apt-get, do:
$ sudo apt-get remove --purge python-kivy
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 Android powered smartphones and tablets. We support all major operating systems (Windows, Linux, OS X). 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 OS X you can use Apple’s Multi-Touch capable devices, such as trackpads and mice. On Linux, 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 #kivy-dev irc channel of the freenode network, 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 #kivy irc 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 postive 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.
Move your logging level to debug by editing <user_directory>/.kivy/config.ini:
[kivy] log_level = debug
Execute your code again, and copy/paste the complete output to http://gist.github.com/, including the log from Kivy and the python backtrace.
Set the title of your issue
Explain exactly what to do to reproduce the issue and paste the link of the output posted on http://gist.github.com/
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 check on git commits like this:
make hook
This will pass the code added to the git staging zone (about to be committed) through a pep8 checker program when you do a commit, and ensure that you didn’t introduce pep8 errors. If you did, the commit will be rejected: please correct the errors and try again.
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 Installing Kivy for Development, but you don’t clone our repository, you fork it. Here are the steps:
Log in to GitHub
Create a fork of the Kivy repository by clicking the fork button.
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.gitCompile and set up PYTHONPATH or install (see Installing Kivy for Development).
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.
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:
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.
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_featureModify the code to do what you want (e.g. fix it).
Test the code. Try to do this even for small fixes. You never know whether you have introduced some weird bug without testing.
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.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.
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 masterPush your local branch into your remote repository on GitHub:
git push origin new_featureSend 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, executemake clean
. If you want to get rid of all files that are not under version control, runmake 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.
Following the instructions above,
- Fork the repository.
- Clone your fork to your computer.
- Setup kivy repo as a remote source.
Install python-sphinx. (See
docs/README
for assistance.)Use ReStructuredText_Markup to make changes to the HTML documentation in docs/sources.
To submit a documentation update, use the following steps:
Create a new, appropriately named branch in your local repository:
git checkout -b my_docs_updateModify the documentation with your correction or improvement.
Re-generate the HTML pages, and review your update:
make htmlGive each commit an appropriate commit message, so that others who are not familiar with the matter get a good idea of what you changed.
Keep each commit focused on a single related theme. Don’t commit other stuff that doesn’t logically belong to this update.
Push to your remote repository on GitHub:
git pushSend 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 wil 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 nose (http://code.google.com/p/python-nose/), and coverage (http://nedbatchelder.com/code/coverage/). You can use easy_install for that:
sudo easy_install nose 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. Nose 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:
nosetests 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 nosetests 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 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 nosetests 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.
These projects should be suitable for anyone with a college level familiarity with Python and require little knowledge of platform specifics.
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.
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 IRC 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 IRC (online chat), to get the IRC handles of the devs mentioned above visit https://kivy.org/#aboutus.
Make sure to read the IRC rules before connecting. Connect to webchat.
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 IRC. 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 #kivy and the #kivy-dev irc 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¶
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¶
could not extract public data¶
This error message can occur under various circumstances. Ensure that:
- you have a phone with an sdcard
- you are not currently in “USB Mass Storage” mode
- you have permissions to write to the sdcard
In the case of the “USB Mass Storage” mode error, and if you don’t want to keep unplugging the device, set the usb option to Power.
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! As of version 1.8.0 Kivy supports both Python >= 2.7 and Python >= 3.4 with the same codebase. Python 3 is also now supported by python-for-android.
However, be aware that while Kivy will run in Python 3.4+, our iOS build tools still require Python 2.7.
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 IRC. 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.
IRC¶
#Kivy on irc.freenode.net
IRC 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 an IRC client, you can also use
Freenode’s web chat, but please, don’t close
the browser window too soon. Just enter #kivy
in the channels field.
Please read our Community Guidelines before asking for help on the mailing list or IRC channel.
Programming Guide¶
Kivy Basics¶
Installation of the Kivy environment¶
Kivy depends on many Python libraries, such as pygame, 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. For Windows and MacOS X, we provide a portable package that you can just unzip and use.
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 aWidget
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('1.0.6') # 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.

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 third 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 2:
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 5:
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 7:
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 8:
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 9 the class and function definition ends.
Now on to the portion that will make our app run at line 11 and 12:
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:
- Linux
Follow the instructions for running a Kivy application on Linux:
$ python main.py- Windows
Follow the instructions for running a Kivy application on Windows:
$ python main.py # or C:\appdir>kivy.bat main.py- Mac OS X
Follow the instructions for running a Kivy application on OS X:
$ kivy main.py- Android
- Your application needs some complementary files to be able to run on Android. See Create a package for Android 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.

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 9:
class LoginScreen(GridLayout):
At line 12 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 15 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:

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.
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, 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.
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, gif
- 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. 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. Default value is 0.
New in version 1.10.1.
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
- OS X:
/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 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:
Windows:
set KIVY_HOME=<folder>
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:

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 OSX, Linux 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.

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

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 2 3 4 5 6 7 | cursor_pos = AliasProperty(_get_cursor_pos, None, bind=(
'cursor', 'padding', 'pos', 'size', 'focus',
'scroll_x', 'scroll_y'))
'''Current position of the cursor, in (x, y).
:attr:`cursor_pos` is a :class:`~kivy.properties.AliasProperty`, read-only.
'''
|
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:
- if it’s only a motion event, it will be dispatched to
on_motion()
- if it’s a touch event, the (x,y) position of the touch (0-1 range) will be scaled to the Window size (width/height), and dispatched to:
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.
- The touch coordinate is not translated to your widget space because the touch is coming directly from the Window. It’s your job to convert the coordinate to your local space.
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¶
![]() |
# | 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 |
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:
add_widget()
: add a widget as a childremove_widget()
: remove a widget from the children listclear_widgets()
: remove all children from a widget
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 it’s 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
.
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
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[B].jpg](_images/size_hint[B].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[b_].jpg](_images/size_hint[b_].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[bb].jpg](_images/size_hint[bb].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[oB].jpg](_images/size_hint[oB].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:

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 BoxLayout
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:

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:

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:

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):
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 grow 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 a attempt to overcome these short-comings.
The KV language (sometimes called kvlang, or 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 prototyping and agile changes to your UI. It also facilitates a good separation between 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 how any instance of that class will be graphically represented:
<MyWidget>:
Rules use indentation for delimitation, as python, indentation should be of four spaces per level, like the python good practice recommendations.
There are three keywords specific to 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 syntaxes¶
There are two special syntaxes to define values for the whole Kv context:
To access python modules and classes from kv,
#: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,
#:set name value
is equivalent to:
name = value
in python.
Instantiate children¶
To declare the widget has a child widget, instance of some class, just declare this child inside the rule:
MyRootWidget:
BoxLayout:
Button:
Button:
The example above defines that our root widget, an instance of MyRootWidget,
which has a child that is an instance of the
BoxLayout
. That BoxLayout further has two
children, instances of the Button
class.
A python equivalent of this code could 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:
<MyBigButt@Button>:
text_size: self.size
font_size: '25sp'
markup: True
<MyWidget>:
MyBigButt:
text: "Hello world, watch this text wrap inside the button"
MyBigButt:
text: "Even absolute is relative to itself"
MyBigButt:
text: "repeating the same thing over and over in a comp = fail"
MyBigButt:
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 the 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 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. First, the 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 receving some textlabel_wid
for receving 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.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | #: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:
Using data from the
Controller
. As soon as theinfo
property is changed in the controller, the expressiontext: 'My controller info is: ' + root.info
will automatically be re-evaluated, changing the text in theButton
.Giving data to the
Controller
. The expressionid: my_custom_label
is assigning the createdLabel
the id ofmy_custom_label
. Then, usingmy_custom_label
in the expressionlabel_wid: my_custom_label
gives the instance of thatLabel
widget to yourController
.Creating a custom callback in the
Button
using theController
’son_press
method.
root
andself
are reserved keywords, useable anywhere.root
represents the top widget in the rule andself
represents the current widget.- You can use any id declared in the rule the same as
root
andself
. For example, you could do this in theon_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.
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:
- http://twistedmatrix.com/documents/current/_downloads/simpleserv.py
- http://twistedmatrix.com/documents/current/_downloads/simpleclient.py
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
.
Open your command line shell and ensure that python is on the path (i.e.
python
works).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.
The spec file will be
touchtracer.spec
located inTouchApp
. 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 aTree()
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')
Now we build the spec file in
TouchApp
with:python -m PyInstaller touchtracer.spec
The compiled package will be in the TouchApp\dist\touchtracer directory.
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 with python-for-android) 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. 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 APK.
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.
Note
Python 3 support on Android is now available experimentally.
Buildozer¶
Buildozer is a tool that automates the entire build process. It downloads and sets up all the prequisites 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 is an alpha release, but it already works well and can significantly simplify the apk build.
You can get buildozer at https://github.com/kivy/buildozer:
git clone https://github.com/kivy/buildozer.git
cd buildozer
sudo python2.7 setup.py install
This will install buildozer in your system. 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.
Install buildozer’s dependencies.
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:
- Go to the Kivy Launcher page on the Google Play Store
- Click on Install
- 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 http://kivy.org/#download.
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
- 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 APK 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 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.
The Kivy Android Virtual Machine¶
Note
The VM is now updated. Please check the Kivy website for the latest version.
Introduction¶
Currently, Kivy Android applications can only be built in a Linux environment configured with python-for-android, the Android SDK and the Android NDK. As this environment in not only tricky to setup but also impossible on Windows or OS X operating systems, we provide a fully configured VirtualBox disk image to ease your building woes.
If you are not familiar with virtualization, we encourage you to read the Wikipedia Virtualization page.
Getting started¶
- Download the Kivy / Buildozer VM, in the Virtual Machine section. The download is 1.2GB. Extract the file and remember the location of the extracted directory.
- Download the version of VirtualBox for your machine from the VirtualBox download area and install it.
- Start VirtualBox, click on “File”, “Import Appliance”.
- Select the extracted directory, file should be named “Buildozer VM.ovf”
- Start the Virtual machine and click on the “Buildozer” icon.
Building the APK¶
Once the VM is loaded, you can follow the instructions from Packaging with python-for-android. You don’t need to download with git clone though, as python-for-android is already installed and set up in the virtual machine home directory.
Hints and tips¶
Shared folders
Generally, your development environment and toolset are set up on your host machine but the APK is build in your guest. VirtualBox has a feature called ‘Shared folders’ which allows your guest direct access to a folder on your host.
If it often convenient to use this feature (usually with ‘Permanent’ and ‘Auto-mount’ options) to copy the built APK to the host machine so it can form part of your normal dev environment. A simple script can easily automate the build and copy/move process.
Currently, VirtualBox doesn’t allow symlink anymore in a shared folder. Adjust your buildozer.spec to build outside the shared folder. Also, ensure the kivy user is in the vboxsf group.
Copy and paste
By default, you will not be able to share clipboard items between the host and the guest machine. You can achieve this by enabling the “bi-directional” shared clipboard option under “Settings -> General -> Advanced”.
Snapshots
If you are working on the Kivy development branch, pulling the latest version can sometimes break things (as much as we try not to). You can guard against this by taking a snapshot before pulling. This allows you to easily restore your machine to its previous state should you have the need.
Insufficient memory
Assigning the Virtual Machine insufficient memory may result in the compile failing with cryptic errors, such as:
arm-linux-androideabi-gcc: Internal error: Killed (program cc1)
If this occurs, please check the amount of free memory in the Kivy VM and increase the amount of RAM allocated to it if required.
No space left
Read the section about resizing the VM at https://github.com/kivy/buildozer#buildozer-virtual-machine
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 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 that may be distributed on a market like the 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!
A current technical limitation is that the Android build tools compile only ARM APKs, which will not run on Android devices with x86 processors (these are currently rare). This should be added soon.
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 OS X¶
Note
This guide describes multiple ways for packaging Kivy applications. Packaging with PyInstaller is recommended for general use.
Using PyInstaller and Homebrew¶
Note
Package your app on the oldest OS X version you want to support.
Complete guide¶
Install Homebrew
Install Python:
$ brew install python
Note
To use Python 3,
brew install python3
and replacepip
withpip3
in the guide below.(Re)install your dependencies with
--build-bottle
to make sure they can be used on other machines:$ brew reinstall --build-bottle sdl2 sdl2_image sdl2_ttf sdl2_mixer
Note
If your project depends on GStreamer or other additional libraries (re)install them with
--build-bottle
as described below.Install Cython and Kivy:
$ pip install Cython==0.28.3 $ pip install -U kivy
Install PyInstaller:
$ pip install -U pyinstaller
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¶
Open a console.
Go to the PyInstaller directory, and build the spec:
$ pyinstaller -y --clean --windowed touchtracer.spec
Run:
$ pushd dist $ hdiutil create ./Touchtracer.dmg -srcfolder touchtracer.app -ov $ popd
You will now have a Touchtracer.dmg available in the dist directory.
Additional Libraries¶
If your project depends on GStreamer:
$ brew reinstall --build-bottle 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-bottle 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.
Using Buildozer¶
pip install git+http://github.com/kivy/buildozer cd /to/where/I/Want/to/package buildozer init
Note
Packaging Kivy applications with the following method must be done inside OS X, 32-bit platforms are no longer supported.
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.
If you want to package for python 3.x.x simply download the package named Kivy3.7z from the download section of kivy.org and extract it to Kivy.app in /Applications, then run:
buildozer osx debug
Once the app is packaged, you might want to remove unneeded packages like gstreamer, if you don’t need video support. Same logic applies for other things you do not use, just reduce the package to its minimal state that is needed for the app to run.
As an example we are including the showcase example packaged using this method for both Python 2 (9.xMB) and 3 (15.xMB), you can find the packages here: https://drive.google.com/drive/folders/0B1WO07-OL50_alFzSXJUajBFdnc .
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 the Kivy SDK¶
Note
Kivy.app is not available for download at the moment. For details, see this issue.
Note
Packaging Kivy applications with the following method must be done inside OS X, 32-bit platforms are no longer supported.
Since version 1.9.0, Kivy is released for the OS X platform in a self-contained, portable distribution.
Apps can be packaged and distributed with the Kivy SDK using the method described below, making it easier to include frameworks like SDL2 and GStreamer.
Make sure you have the unmodified Kivy SDK (Kivy.app) from the download page.
Run the following commands:
> mkdir packaging > cd packaging packaging> git clone https://github.com/kivy/kivy-sdk-packager packaging> cd kivy-sdk-packager/osx osx> cp -a /Applications/Kivy.app ./Kivy.App
Note
This step above is important, you have to make sure to preserve the paths and permissions. A command like
cp -rf
will copy but make the app unusable and lead to error later on.
Now all you need to do is to include your compiled app in the Kivy.app by running the following command:
osx> ./package-app.sh /path/to/your/<app_folder_name>/
Where <app_folder_name> is the name of your app.
This copies Kivy.app to <app_folder_name>.app and includes a compiled copy of your app into this package.
- That’s it, your self-contained package is ready to be deployed! You can now further customize your app as described bellow.
Installing modules¶
Kivy package on osx uses its own virtual env that is activated when you run your app using kivy command. To install any module you need to install the module like so:
$ kivy -m pip install <modulename>
Where are the modules/files installed?¶
Inside the portable venv within the app at:
Kivy.app/Contents/Resources/venv/
If you install a module that installs a binary for example like kivy-garden That binary will be only available from the venv above, as in after you do:
kivy -m pip install kivy-garden
The garden lib will be only available when you activate this env.
source /Applications/Kivy.app/Contents/Resources/venv/bin/activate garden install mapview deactivate
To install binary files¶
Just copy the binary to the Kivy.app/Contents/Resources/venv/bin/ directory.
To include other frameworks¶
Kivy.app comes with SDL2 and Gstreamer frameworks provided. To include frameworks other than the ones provided do the following:
git clone http://github.com/tito/osxrelocator
export PYTHONPATH=~/path/to/osxrelocator
cd Kivy.app
python -m osxrelocator -r . /Library/Frameworks/<Framework_name>.framework/ \
@executable_path/../Frameworks/<Framework_name>.framework/
Do not forget to replace <Framework_name> with your framework. This tool osxrelocator essentially changes the path for the libs in the framework such that they are relative to the executable within the .app, making the Framework portable with the .app.
The app has a considerable size right now, however the unneeded parts can be removed from the package.
For example if you don’t use GStreamer, simply remove it from YourApp.app/Contents/Frameworks. Similarly you can remove the examples folder from /Applications/Kivy.app/Contents/Resources/kivy/examples/ or kivy/tools, kivy/docs etc.
This way the package can be made to only include the parts that are needed for your app.
Icons and other settings of your app can be changed by editing YourApp/Contents/info.plist to suit your needs.
To make a DMG of your app use the following command:
osx> ./create-osx-dmg.sh YourApp.app
Note the lack of / at the end. This should give you a compressed dmg that will further shrink the size of your distributed app.
Create a package for IOS¶
Note
Currently, packages for iOS can only be generated with Python 2.7. Python 3.4+ support is on the way.
The overall process for creating a package for IOS can be explained in 4 steps:
- Compile python + modules for IOS
- Create an Xcode project and link your source code
- Customize
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 sudo easy_install pip sudo pip install Cython==0.28.3
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:
$ git clone git://github.com/kivy/kivy-ios
$ cd kivy-ios
$ ./toolchain.py build kivy
Most of the python distribution is packed into python27.zip. 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 test with your project name. It must be a name without any spaces or illegal characters:
$ ./toolchain.py create <title> <app_directory>
$ ./toolchain.py 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.
Updating an 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.py build numpy
Then, update your Xcode project:
$ ./toolchain.py update touchtracer-ios
All the libraries / frameworks necessary to run all the compiled recipes will be added to your Xcode project.
Customize¶
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!¶
By default, all the print statements to the console and files are ignored. If you have an issue when running your application, you can activate the log by commenting out this line in main.m:
putenv("KIVY_NO_CONSOLELOG=1");
Then you should see all the Kivy logging on the Xcode console.
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.
IOS Prerequisites¶
The following guide assumes:
- XCode 5.1 or above
- OS X 10.9 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 OSX 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 mercurial brew link libtool brew link mercurial sudo easy_install pip sudo pip install Cython==0.28.3
If you still receive build errors, check your Homebrew is in a healthy state:
brew doctor
For further help, please refer to the Homebrew wiki.
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.
Package licensing¶
Warning
This is not a legally authoratative 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.
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 is just an archive of files: you can extract files from it and (as in Windows redistributables) check all the files.
APK/assets/private.mp3/private.mp3/
contains all the included files. Most
of them are related to Kivy, Python or your source, but those that aren’t need
checking.
Known packages:
There are other included libraries, included either by Kivy directly or through
Pygame/SDL2, that are located in APK/lib/armeabi/
. Most of them are related
to dependencies or are produced by python-for-android and are part of its source
(and licensing).
- libapplication.so
Mac¶
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 depencies.
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.
Kv Evolution proposal¶
To reviewers, please read the whole proposal (once all sections are complete), because although long and in depth, it does provide a full specification.
Following is a proposal for the evolution of kv, including it’s integration into pure python and an associated compiler. For end users, writing kv code will seamlessly integrate into the rest of their python code, while automatically binding kv rules inline. To remove any ambiguity of where binding occurs and how to effect it, the goal of this project was to make binding syntactically clear, with the minimal amount of line noise and to remove any ambiguity in how kv rules are applied - it is all fully speced out.
This proposal is completely independent of traditional kv, in fact the amount of changes to Kivy is a few lines of code - the new code resides in its own module under kivy/lang/compiler. The new tools can be used simultaneously with traditional kv, with zero interactions between them. This means, that although I hope the proposal is merged into Kivy and that future kv will be written with the new syntax, it doesn’t have to be and can still be supported as a side tool with little effect on the rest of Kivy.
But I am very excited for this new tool because I think it will solve many longstanding issues with kv, such as rule order instantiation, knowing when rules are instantiated, and unbinding. With this proposal, kv is integrated with python, so we can easily theme, by overwriting the functions that apply the kv rules. We can also unbind all, or specific rules at will. kv rules can also be named. And much more. On a somewhat complex kv widget (7 kv rules), there was a 2.6x speed improvement with the compiler. Performance comparison is expected to increase with increasing kv complexity because bindings are now batched across a context. There is also almost 200 unittests written, testing all aspects of the new syntax.
I consider the implementation complete and ready to be used, although I will of course welcome any discussion on potential improvements. This project only supports python 3.5+ and I don’t ever expect to add python 2 support as the amount of effort to do that, will be pretty much the same as starting from scratch. If people like this proposal, consider it my way of motivating people to move to python 3. If merged, this code, however, will not prevent Kivy from being used in python 2.
Syntax¶
### Intorduction
Finally, the fun part - the new syntax. Consider a traditional kv rule:
We write this as
class MyWidget(Widget):
@kv()
def apply_kv(self):
with KvContext():
self.x @= self.y
I’ll go over all the components. @kv() returns a decorator which compiles the function and returns a new function that performs the bindings. We’ll go over the decorator options later. apply_kv can be any function and may contain any python code (except as rejected by the compiler if it interferes with the bindings, which should be rare - the decorator will raise an exception at import time, when the function is compiled for that case, so it’ll be obvious).
All kv rules must be under a KvContext and a KvContext may contain many kv rules, which are executed independently. However, all the initial bindings within a KvContext are batched and are executed when the context exits.
A rule is created using expression_left @= expression_right. expression_left and expression_right can be any legal python and will bind to expression_right, such that whenever any Kivy properties in it changes, expression_left = expression_right is executed.
Here are more examples of the function:
def apply_kv(self):
self.widget = widget = Widget()
offset = self.offset
with KvContext():
self.x @= widget.width + self.y + offset
In the example above, the value of offset is captured and when the rule is ever triggered, it will use that initial value. The same for self and widget. But of course, widget.width and self.y is re-evaluated every time.
Another example:
def apply_kv(self):
self.widget = widget = Widget()
with KvContext():
offset = self.offset
self.x @= widget.width + self.y + offset
or even
def apply_kv(self):
self.widget = widget = Widget()
with KvContext():
offset = self.offset
widget.width @= self.y + offset
Notice how the left side can be anything? Like in the previous examples, self, widget, and offset are captured and their initial values will be used whenever the rule is triggered.
As you can see, the right and left sides of the @= can be anything, and that line is executed initially when it is encountered, and then once the KvContext exits, the bindings will be executed and from then on, whenever the right hand property values change, the line will be executed (without the @ sign of course). Naturally, the bindings capture the value of any locals and globals at the time the rule is encountered. In fact, to keep the bindings consistent, the compiler will raise an exception if a local or global variable used in a rule is changed between the rule definition and the context exiting. This makes sure that code is easy to understand and reason about.
So this example:
def apply_kv(self):
widget = Widget()
with KvContext():
self.x @= widget.width
widget = Widget()
will raise a parser exception because when the bindings are executed when the context exits, the widget is not the same as when it was encountered and used to initialize self.x. The exceptions are very descriptive so it’s easy to fix when encountered.
Kv Rules¶
### Explicit Rules And Events
Kv rules can be created more explicitly, which provide a lot more control over their execution. The example above:
def apply_kv(self):
with KvContext():
self.x @= self.y
can be also written as:
def apply_kv(self):
with KvContext():
with KvRule():
self.x @= self.y
The benefits is that anything under a KvRule is considered as one rule and is executed as such. Consider the following:
def apply_kv(self):
with KvContext():
with KvRule():
self.width @= self.height + 1
self.name = 'johnny'
self.x @= self.y
Now, whenever either self.height or self.y change, all three lines will be executed sequentially as if it’s one code block, which it is.
A KvRule also accepts positional arguments, and will bind to whatever is provided there, this is an alternative for using the @ syntax and allows binding to kivy events as follows:
def apply_kv(self):
with KvContext():
with KvRule(self.on_touch_down, self.width, self.y, self.widget.height):
self.x @= self.y + self.compute()
In the rule above, the rule will be bound to all of the provided args! That’s how you can bind to kivy events, just provided it as an argument. Notice how self.y is provided both as an argument and using the @= syntax - that’s okay, but it could also have been written as:
def apply_kv(self):
with KvContext():
with KvRule(self.on_touch_down, self.width, self.y, self.widget.height):
self.x = self.y + self.compute()
But either way is fine and duplications are not a problem.
Also, the above could have been written as
def apply_kv(self):
with KvContext():
with KvRule('self.on_touch_down', 'self.width', 'self.y', 'self.widget.height'):
self.x = self.y + self.compute()
the compiler parses them identically, whether it’s in string form or code form, but code form is easier as it’s more IDE friendly due to auto-completion :).
In fact, you should know that the parser looks for a with statement whose context manager is literally written as KvRule and then modifies that line to create a rule in the compiled code. So the line with KvRule(…) is treated magically. That and the with KvContext() line and the @= and ^= lines are the only objects that modify the standard python syntax and do something that is unexpected in normal python.
### Canvas and Clock Rules In traditional kv, canvas rules are treated differently and the rules are only executed at the end of each frame - this helps with graphical performance. We have a similar construct, as opposed to rules created with the @= syntax or with KvRule(), which is the same as with KvRule(delay=None), rules created using ^= and with KvRule(delay=’canvas), will schedule the rules to be executed with the other graphics instructions, rather than immediately when triggered.
For example:
def apply_kv(self):
with self.canvas:
rect = Rectangle()
with KvContext():
rect.x ^= self.x
or:
def apply_kv(self):
with self.canvas:
rect = Rectangle()
with KvContext():
with KvRule(delay='canvas'):
rect.x ^= self.x
The options between canvas and normal rules regarding binding options etc. are the same. Naturally, one rule cannot mix both canvas and normal rules, so within a rule either @= or ^= must be used.
We also allow for rules to create a Clock trigger, so that when the rule bindings are triggered, instead of executing immediately, it triggers the clock event with provided delay. This allows kv rules to be batched per frame or targeted for the future. To use, you must use a explicit rule and provide a number to delay - which will be delay used when creating the clock event. E.g.
def apply_kv(self):
with KvContext():
with KvRule(delay=0):
self.x @= self.x
will delay and batch all the rule updates for the next clock frame. The syntax is otherwise idnetical to normal kv rules.
### Loops, conditionals, and other constructs Whenever a rule is encountered within a KvContext, that rules bindings will occur when the context exits. This would be the case even if the condition was False. COnsequently, a rule is now allowed under any conditional code and the parser will raise an exception. However, you can wrap the rule under a new KvContext and place that under the conditional. That makes all the contents under the nested KvContext completely isolated from the outer context it may appear in.
For example, the following examples will raise a parser exception:
def apply_kv(self):
with KvContext():
if self.height:
self.x @= self.x
and
def apply_kv(self):
with KvContext():
for i in range(2):
self.x @= self.x
and even
def apply_kv(self):
with KvContext():
try:
print('hello')
except Exception as e:
self.x @= self.x
and so on.
However, it can be converted as follows and is now perfectly fine:
def apply_kv(self):
if self.height:
with KvContext():
self.x @= self.x
and
def apply_kv(self):
for i in range(2):
with KvContext():
self.x @= self.x
and even
def apply_kv(self):
try:
print('hello')
except Exception as e:
with KvContext():
self.x @= self.x
In all cases, the KvContext will only be executed if the KvContext is executed. Although the code will of course always be compiled ahead of time when the function is originally compiled.
The following is also allowed:
def apply_kv(self):
with KvContext():
self.height @= self.width + 45
if self.height:
with KvContext():
self.x @= self.x
self.name @= self.widget.your_name
In the above example, the rule in the inner context is completely isolated and independent from the outer context. Similarly, from the outer context’s POV, it sees only two rules, the height and name rules.
For the loop example, each iteration creates a new and independent context, which are independent of each other. So the following works as expected:
def apply_kv(self):
src_widgets = [Widget(), Widget()]
target_widgets = [Widget(), Widget()]
for i in range(2):
with KvContext():
target_widgets[i].x @= src_widgets[i].x
i.e. each widget’s x is bound to the corresponding widget’s x. This is also perfectly legally written as:
def apply_kv(self):
src_widgets = [Widget(), Widget()]
target_widgets = [Widget(), Widget()]
for target, src in zip(target_widgets, src_widgets):
with KvContext():
target.x @= src.x
### Rule largs
It is sometimes desirable to get the arguments that was used to trigger the rule. E.g. when binding to widget.on_touch_down, the triggering touch will be dispatched. Following is how to access it in a rule:
def apply_kv(self):
with KvContext():
with KvRule() as my_rule:
print(my_rule.largs)
self.x @= self.x
When a explicit rule is created and assigned to something, the compiler will automatically assign the captured args used when triggering the rule to the largs attribute of the rule. Keep in mind that largs may be empty, e.g. if it’s dispatched during binding, so be sure to check if it’s an empty tuple first.
### Rule Unbinding, named rules
A KvRule has some attributes and methods of interest. Specifically, KvRule has an unbind_rule method, which when called will unbind the rule and it will not be triggered again. However, it may only be called once the rule is fully created after the KvContext has exited as in the following example:
def apply_kv(self):
with KvContext():
with KvRule() as my_rule:
self.x @= self.x
my_rule.unbind_rule() # goodbye rule
Similarly, the KvContext has a unbind_all_rules methods, which unbinds all the rules in the context. E.g.:
def apply_kv(self):
with KvContext() as ctx:
with KvRule():
self.x @= self.x
self.width @= self.height
ctx.unbind_all_rules() # goodbye all the rules
Every rule that is created under a context is added to that context’s rules list in sequential order. KvContext also has a named_rules dictionary, for rules that are explicitly named. E.g.:
def apply_kv(self):
with KvContext() as ctx:
with KvRule(name='my_rule'):
self.x @= self.x
self.width @= self.height
assert len(ctx.rules) == 2
assert len(ctx.names_rules) == 1
assert ctx.names_rules['my_rule'] is ctx.rules[0]
As can be seen from the asserts, the rules can be named and then accessed by name. They can also be accessed by index ordered by the order in which it was created.
Further specification and options¶
Background¶
The kv compiler uses AST parsing an manipulation to generate the compiled function. Given a function, if we have not already compiled a kvc file for this function, or if it’s stale (source has since been changed or compile flags are different), it loads the source of the function using the inspect module and parses its AST. It then modifies the AST and dumps it to a new kvc file under the __kvcache__ directory in the same folder as the original function file.
The compiled file is then loaded and reused, making use of a runtime cache to speed up disk access. The existence of such a file will make debugging much easier as ew can just inspect it and step through it with the debugger. Although we currently do not provide any user side details on the compiled function structure.
To make sure the context the compiled function runs in is identical to the context of the original un-compiled function, every time the function is called, we set the locals/globals of the original function to the one of the compiled function.
Initially I looked into using f-strings, but it became clear that will not work.
Justification¶
Although using AST transformations is niche, it is justified and part of the python standard API. So it should work in e.g. pypi, although it is untested. In fact there are other projects with such a need who make use of inline AST modifications. Examples of popular projects doing that are: [pony](https://github.com/ponyorm/pony), [xpyth](https://github.com/hchasestevens/xpyth), [google pasta](https://github.com/google/pasta), and most famously [pytest](https://docs.pytest.org/en/latest/) and [ipython](https://ipython.org/). You can read more about the AST [ecosystem](https://ep2018.europython.eu/conference/talks/exploring-the-python-ast-ecosystem).
Python is also notoriously conservative when it comes to addding new syntax, e.g. there was only one minor AST change that we needed to add to support 3.7, after targeting 3.5. In addition, to prevent sudden breakage, we keep a whitelist of known AST nodes, so that when new appear the compiler will refuse to compile until the new nodes are accounted for.
I have also made liberal use of asserts everywhere in the compiler. And in general, the compiler stage is not at all optimized, but that is fine for now.
I’m hoping to add more comments to the code, but pretty much all of the algorithms I used are based on graph search or manipulations, so it’s correctness can be proven. I intend to eventually add more comments with such info into the code, if accepted.
Proxying and garbage collection¶
The idea behind using a proxy reference to a widget, is that if a widget that doesn’t get garbage collected holds a reference to another widget, the other widget will also not die. We solve this by providing a parameter to the decorator which tells it to make the long living widget hold only a proxy reference to the other widgets. E.g. consider:
class MyWidget(Widget):
@kv(proxy='app')
def apply_kv(self):
app = App.get_running_app()
with KvContext():
self.x @= app.x
This bind to app, however, because app will never die, MyWidget will also never die. However, in the decorator we specified proxy=’app’ - that makes the compiler use a proxy for all the references app holds on to. By default proxy is False, but it can be set to True and all will bindings will only store proxies. Or, it can be a glob style string or list of glob style strings which match the widgets that may only hold proxies. See the documentation of kv for more details.
A note of caution, if all the bindings use proxy references, no one will hold on to the kv rules and the rules will stop doing anything as soon as garbage collection runs. The solution is to store a reference to each KvContext - as long as that is alive, the rules are also alive.
Rebind¶
Usage is similar to proxy. It indicates the widgets to which we rebind. E.g. for
class MyWidget(Widget):
@kv()
def apply_kv(self):
with KvContext():
self.x @= self.widget.x
if rebind is True, the default, then when self.widget changes, we rebind the rule to be triggered when then widget’s width changes.
By default rebind is True, but it can be set to False and no intermediate widgets will be rebind. Or, it can be a glob style string or list of glob style strings which match the widgets that should be rebind. See the documentation of kv for more details. E.g. rebind=’*widget’‘ will rebind to self.x @= self.widget.x.
As opposed to traditional kv, we do not inspect the property to see if it set to rebind, because we feel that violates action at a distance, and whether a widget is rebind should be specific to the rules, and should have to be known when a property is declared. E.g. should a widget’s parent be rebind? The answer is that we don’t know and should therefore be a decision made for each compiled function.
Binding on context enter vs exit¶
In previous examples we assumed that the bindings occur when the KvContext exits. Although recommended, this is but one option. By setting bind_on_enter in the decorator to True, the bindings will actually occur upon context enter. Although fully functional, this is not recommended as it is not intuitive because the bindings would happen before the rules are executed.
Nonetheless, it is offered as an option for the following reason. When binding occurs upon context exit, the bindings occur after the rules are executed. This means that some rules could now be stale, because when variables were set during rule execution, bindings were not in place. But, if the bindings had occurred before the rule execution, this is not a problem.
We solve this problem for the binding on exit configuration by providing the exec_rules_after_binding option in the kv decorator. If True, it will cause the rules to be executed again after all the bindings. This is not normally needed and reduces performance, so it defaults to False. But, the bind_on_enter=True could be used rather, rather then the default bind_on_enter=False combined with exec_rules_after_binding=True, when needed as the former is more performant than the latter case.
Globals and locals capturing within kv decorated function¶
To be filled in
Expressions that get bound¶
To be filled in
Kv Decorable functions¶
The kv decorator does not support the decoration of closure functions. That means it can only decorate functions at the top level of a module. E.g.:
class MyWidget(Widget):
@kv()
def build_kv(...):
pass
is allowed. As is:
@kv()
def build_kv(...):
pass
but the following is not allowed:
class MyWidget(Widget):
def apply_kv(self):
@kv()
def build_kv(...):
pass
Kv restrictions¶
Following are things that will cause the compiler to raise an exception.
- A return statement within a KvContext.
- A KvRule not under a KvContext.
- A KvRule that is under conditionally executing code such as an if or for loop, unless it’s wrapped with a KvContext.
- Overwriting a read only captured variable (see other sections).
- A kv decorated function can have one, and only one decorator - the kv decorator.
- Nesting a KvRule or KvContext under another KvRule.
- A KvRule may not contain a function or class definition because it’s unclear the meaning of such as defintion in a rule that is repeatedly executed. Also, it creates issues with ensuring the consistency of local variables.
- The global or nonlocal keyword may not occur within a function that is compiled by the kv compiler.
- The del statement is illegal within a kv rule.
- Mixing canvas and normal or clock kv syntax within a rule.
Manual kv compiler¶
In addition to the kv compiler described above and below, we also provide a manual compiler for debugging and unofficial usage and in order to have a complete implementation. Following is a comparison using the kv compiler and manual compilation:
class ManualKvWidget(Widget):
def apply_kv(self):
ctx = KvParserContext()
def manage_val(*largs):
self.x = self.y + 512
manage_val()
# will bind to `self.y`.
rule = KvParserRule('self.y + 512')
rule.callback = manage_val
rule.callback_name = manage_val.__name__
ctx.add_rule(rule)
kv_apply_manual(ctx, self.apply_kv, locals(), globals())
vs. the automatic compiler, which would look like as follows:
class ManualKvWidget(Widget):
@kv()
def apply_kv(self):
with KvContext():
self.x @= self.y + 512
Both examples effect a compilation, but the decorator version happens automatically and is more efficient.
Requirements for property binding¶
The following are required methods to exist on a object, in order for binding to occur on the object’s property. We fbind and fbind_proxy return Falsy if it fails and does not raise an error - we therefore do not check at all whether the property is a Kivy property before binding. Duck typing FTW.
- Must have the following functions
- fbind or fbind_proxy or both, depending on the proxy setting.
- unbind_uid. If the former exists, unbind_uid will be assumed to exist and not checked before usage.
For code correctness, we also assume that calling fbind will have no side effects.
Some simple rules and style guide¶
To be filled in
- All kv rules within a context are always bound and cannot therefore be under any conditional or loop etc.
- To place a kv rule under a conditional or loop, wrap it with a new context and place the context under the conditional.
- By default no proxies are used. If proxies are used and all objects are proxied, the rules will die immediately as no one will have a reference to them. So make sure to only proxy objects that are not needed to keep the rule alive. Additionally, as long as someone has a direct ref to the context, the contexts and its rules will not die.
- The start and end of a KvContext is special: that’s where the bindings occur, depending on the setting, so whatever variable is referenced by a rule, that variable must exist at the start or end of the context depending on the setting. Similarly, the value of the variables that are bound, are the values of the variables at that fence point. If the variables are changed during the rule, during the initialization, all the code is executed, it’s just the binding that captures it.
- clearly we can use locals to change a local, but we disallow it on principle the easy way
- kv rules are not finalized until the context exists. But largs is always available.
- locals cannot be None is used in binding.
- Use proxy for widgets that never die, to prevent them from keeping other widgets from dying. But, make sure to store the KvContext somewhere if all widgets store only proxies, otherwise, if no one holds on to the kv rules, it will be garbage collected.
- During binding, local and global variables that are potentially bound are assumed to not be None as for performance reasons it’s not practical to check each local whether it’s None. But deeper variables, e.g. widget in self.widget.x will be inspected and only bound if not None.
Explain that the with KvRule and with KvContext are magic, not real context manager. Actually entering will raise error.
style guide: try to keep kv code from mixing with other code save the ctx
Theming Demo¶
Following is a demo of how theming may work with this proposal. Consider the following two classes, the first may be considered to have a default theme, the second wants to overwrite the theme.
class MyWidgetTheme(Widget):
def __init__(self, **kwargs):
super(MyWidgetTheme, self).__init__(__no_builder=True, **kwargs)
self.build_kv()
@kv()
def build_kv(self):
with KvContext():
self.x @= self.y
class MyWidgetThemeMaterialDesign(MyWidgetTheme):
@kv()
def build_kv(self):
with KvContext():
self.x @= self.width
When run, we get the following:
>>> w = MyWidgetTheme()
>>> print(w.x, w.y, w.width)
0 0 100
>>> w.y = 46
>>> print(w.x, w.y, w.width)
46 46 100
>>> themed_widget = MyWidgetThemeMaterialDesign()
>>> print(themed_widget.x, themed_widget.y, themed_widget.width)
100 0 100
>>> themed_widget.y = 43
>>> print(themed_widget.x, themed_widget.y, themed_widget.width)
100 43 100
>>> themed_widget.width = 25
>>> print(themed_widget.x, themed_widget.y, themed_widget.width)
25 43 25
As can be seen, the two “themed” widgets, each apply their own rule. In other words, we can use the full power of python inheritance with kv rules for theming.
Example of full widget with traditional kv vs the proposed syntax.¶
Following is the traditional description of Label’s kv rule
Here it is with the proposed new syntax.
@kv()
def apply_kv(self):
with self.canvas:
Color(1, 1, 1, 1)
rect = Rectangle()
with KvContext():
rect.texture @= self.texture
rect.size @= self.texture_size
rect.pos @= int(self.center_x - self.texture_size[0] / 2.), int(self.center_y - self.texture_size[1] / 2.)
Following is the traditional description of Button’s kv rule
Here it is with the proposed new syntax.
@kv()
def apply_kv(self):
with self.canvas:
color = Color()
border = BorderImage()
Color(1, 1, 1, 1)
rect = Rectangle()
with KvContext():
self.state_image @= self.background_normal if self.state == 'normal' else self.background_down
self.disabled_image @= self.background_disabled_normal if self.state == 'normal' else self.background_disabled_down
color.rgba @= self.background_color
border.border @= self.border
border.pos @= self.pos
bordersize @= self.size
border.source @= self.disabled_image if self.disabled else self.state_image
rect.texture @= self.texture
rect.size @= self.texture_size
rect.pos @= int(self.center_x - self.texture_size[0] / 2.), int(self.center_y - self.texture_size[1] / 2.)
As one can, they look very similar, but the python syntax can be more easily integrated into the rest of the widget’s python code.
Things to work out¶
- To compile a function, we need to be able to load the source using the inspect module. Are the situations where the source code is not available? If we cannot find source code, should we just provide a way/place to look for previously compiled files and use that instead? How exactly will that work?
- I chose to save each compiled function into its own file. I don’t really see issues with that, and there’s also no clear reasonable way currently to combine all the compiled functions of a file into a single file. So unless this becomes an issue, single file per function seems reasonable.
- If we were to use this for theming, we will need to come up with standard function names that apply the kv rules, and perhaps a variable that keeps the kv context for ease of rebinding.
Tutorials¶
Pong Game Tutorial¶
Introduction¶
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.

Here is a check list before starting this tutorial:
- You have a working Kivy installation. See the Installation 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¶
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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | from kivy.app import App
from kivy.uix.widget import Widget
class PongGame(Widget):
pass
class PongApp(App):
def build(self):
return PongGame()
if __name__ == '__main__':
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¶
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 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 | #:kivy 1.0.9
<PongGame>:
canvas:
Rectangle:
pos: self.center_x - 5, 0
size: 10, self.height
Label:
font_size: 70
center_x: root.width / 4
top: root.top - 50
text: "0"
Label:
font_size: 70
center_x: root.width * 3 / 4
top: root.top - 50
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:
<PongGame>:
canvas:
Rectangle:
pos: self.center_x - 5, 0
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):
<PongGame>:
# ...
Label:
font_size: 70
center_x: root.width / 4
top: root.top - 50
text: "0"
Label:
font_size: 70
center_x: root.width * 3 / 4
top: root.top - 50
text: "0"
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | class PongBall(Widget):
# velocity of the ball on x and y axis
velocity_x = NumericProperty(0)
velocity_y = NumericProperty(0)
# referencelist property so we can use ball.velocity as
# a shorthand, just like e.g. w.pos for w.x and w.y
velocity = ReferenceListProperty(velocity_x, velocity_y)
# ``move`` function will move the ball one step. This
# will be called in equal intervals to animate the ball
def move(self):
self.pos = Vector(*self.velocity) + self.pos
|
And here is the kv rule used to draw the ball as a white circle:
<PongBall>:
size: 50, 50
canvas:
Ellipse:
pos: self.pos
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26
from kivy.app import App from kivy.uix.widget import Widget from kivy.properties import NumericProperty, ReferenceListProperty from kivy.vector import Vector class PongBall(Widget): velocity_x = NumericProperty(0) velocity_y = NumericProperty(0) velocity = ReferenceListProperty(velocity_x, velocity_y) def move(self): self.pos = Vector(*self.velocity) + self.pos class PongGame(Widget): pass class PongApp(App): def build(self): return PongGame() if __name__ == '__main__': PongApp().run()
- pong.kv:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
#:kivy 1.0.9 <PongBall>: size: 50, 50 canvas: Ellipse: pos: self.pos size: self.size <PongGame>: canvas: Rectangle: pos: self.center_x - 5, 0 size: 10, self.height Label: font_size: 70 center_x: root.width / 4 top: root.top - 50 text: "0" Label: font_size: 70 center_x: root.width * 3 / 4 top: root.top - 50 text: "0" PongBall: center: self.parent.center
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¶
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:
1 2 3 4 5 6 7 8 9 10 11 12 | class PongGame(Widget):
def update(self, dt):
# call ball.move and other stuff
pass
class PongApp(App):
def build(self):
game = PongGame()
Clock.schedule_interval(game.update, 1.0/60.0)
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 | class PongGame(Widget):
ball = ObjectProperty(None)
def update(self, dt):
self.ball.move()
# bounce off top and bottom
if (self.ball.y < 0) or (self.ball.top > self.height):
self.ball.velocity_y *= -1
# bounce off left and right
if (self.ball.x < 0) or (self.ball.right > self.width):
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:
<PongGame>:
ball: pong_ball
# ... (canvas and Labels)
PongBall:
id: pong_ball
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
from kivy.app import App from kivy.uix.widget import Widget from kivy.properties import ( NumericProperty, ReferenceListProperty, ObjectProperty ) from kivy.vector import Vector from kivy.clock import Clock from random import randint class PongBall(Widget): velocity_x = NumericProperty(0) velocity_y = NumericProperty(0) velocity = ReferenceListProperty(velocity_x, velocity_y) def move(self): self.pos = Vector(*self.velocity) + self.pos class PongGame(Widget): ball = ObjectProperty(None) def serve_ball(self): self.ball.center = self.center self.ball.velocity = Vector(4, 0).rotate(randint(0, 360)) def update(self, dt): self.ball.move() # bounce off top and bottom if (self.ball.y < 0) or (self.ball.top > self.height): self.ball.velocity_y *= -1 # bounce off left and right if (self.ball.x < 0) or (self.ball.right > self.width): self.ball.velocity_x *= -1 class PongApp(App): def build(self): game = PongGame() game.serve_ball() Clock.schedule_interval(game.update, 1.0 / 60.0) return game if __name__ == '__main__': PongApp().run()
- pong.kv:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33
#:kivy 1.0.9 <PongBall>: size: 50, 50 canvas: Ellipse: pos: self.pos size: self.size <PongGame>: ball: pong_ball canvas: Rectangle: pos: self.center_x - 5, 0 size: 10, self.height Label: font_size: 70 center_x: root.width / 4 top: root.top - 50 text: "0" Label: font_size: 70 center_x: root.width * 3 / 4 top: root.top - 50 text: "0" PongBall: id: pong_ball center: self.parent.center
Connect Input Events¶
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:
1 2 3 4 5 | def on_touch_move(self, touch):
if touch.x < self.width/3:
self.player1.center_y = touch.y
if touch.x > self.width - self.width/3:
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:
1 2 3 4 5 6 7 8 9 | class PongPaddle(Widget):
score = NumericProperty(0)
def bounce_ball(self, ball):
if self.collide_widget(ball):
speedup = 1.1
offset = 0.02 * Vector(0, ball.center_y-self.center_y)
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75
from kivy.app import App from kivy.uix.widget import Widget from kivy.properties import ( NumericProperty, ReferenceListProperty, ObjectProperty ) from kivy.vector import Vector from kivy.clock import Clock class PongPaddle(Widget): score = NumericProperty(0) def bounce_ball(self, ball): if self.collide_widget(ball): vx, vy = ball.velocity offset = (ball.center_y - self.center_y) / (self.height / 2) bounced = Vector(-1 * vx, vy) vel = bounced * 1.1 ball.velocity = vel.x, vel.y + offset class PongBall(Widget): velocity_x = NumericProperty(0) velocity_y = NumericProperty(0) velocity = ReferenceListProperty(velocity_x, velocity_y) def move(self): self.pos = Vector(*self.velocity) + self.pos class PongGame(Widget): ball = ObjectProperty(None) player1 = ObjectProperty(None) player2 = ObjectProperty(None) def serve_ball(self, vel=(4, 0)): self.ball.center = self.center self.ball.velocity = vel def update(self, dt): self.ball.move() # bounce of paddles self.player1.bounce_ball(self.ball) self.player2.bounce_ball(self.ball) # bounce ball off bottom or top if (self.ball.y < self.y) or (self.ball.top > self.top): self.ball.velocity_y *= -1 # went of to a side to score point? if self.ball.x < self.x: self.player2.score += 1 self.serve_ball(vel=(4, 0)) if self.ball.x > self.width: self.player1.score += 1 self.serve_ball(vel=(-4, 0)) def on_touch_move(self, touch): if touch.x < self.width / 3: self.player1.center_y = touch.y if touch.x > self.width - self.width / 3: self.player2.center_y = touch.y class PongApp(App): def build(self): game = PongGame() game.serve_ball() Clock.schedule_interval(game.update, 1.0 / 60.0) return game if __name__ == '__main__': PongApp().run()
pong.kv:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 #:kivy 1.0.9 <PongBall>: size: 50, 50 canvas: Ellipse: pos: self.pos size: self.size <PongPaddle>: size: 25, 200 canvas: Rectangle: pos:self.pos size:self.size <PongGame>: ball: pong_ball player1: player_left player2: player_right canvas: Rectangle: pos: self.center_x - 5, 0 size: 10, self.height Label: font_size: 70 center_x: root.width / 4 top: root.top - 50 text: str(root.player1.score) Label: font_size: 70 center_x: root.width * 3 / 4 top: root.top - 50 text: str(root.player2.score) PongBall: id: pong_ball center: self.parent.center PongPaddle: id: player_left x: root.x center_y: root.center_y PongPaddle: id: player_right x: root.width - self.width center_y: root.center_y
Where To Go Now?¶
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 likecircle
orRectangle
, 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
andLabel
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | from kivy.app import App
from kivy.uix.widget import Widget
class MyPaintWidget(Widget):
pass
class MyPaintApp(App):
def build(self):
return MyPaintWidget()
if __name__ == '__main__':
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 | from kivy.app import App
from kivy.uix.widget import Widget
class MyPaintWidget(Widget):
def on_touch_down(self, touch):
print(touch)
class MyPaintApp(App):
def build(self):
return MyPaintWidget()
if __name__ == '__main__':
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 | 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 MyPaintApp(App):
def build(self):
return MyPaintWidget()
if __name__ == '__main__':
MyPaintApp().run()
|

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’sCanvas
object. This is like an area in which the widget can draw things to represent itself on the screen. By using thewith
statement with it, all successive drawing commands that are properly indented will modify this canvas. Thewith
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 anotherColor
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 | from kivy.app import App
from kivy.uix.widget import Widget
from kivy.graphics import Color, Ellipse, Line
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))
touch.ud['line'] = Line(points=(touch.x, touch.y))
def on_touch_move(self, touch):
touch.ud['line'].points += [touch.x, touch.y]
class MyPaintApp(App):
def build(self):
return MyPaintWidget()
if __name__ == '__main__':
MyPaintApp().run()
|

- This is what has changed:
- Line 3: We now not only import the
Ellipse
drawing instruction, but also theLine
drawing instruction. If you look at the documentation forLine
, you will see that it accepts apoints
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 thewith
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 thetouch.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 whichon_touch_down
was already called) moves, i.e. its position changes. Note that this is the sameMotionEvent
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 thetouch.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 inon_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 thetouch.ud
makes it a whole lot easier for us as we don’t have to maintain our own touch-to-line bookkeeping.
- Line 3: We now not only import the
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 | from random import random
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.graphics import Color, Ellipse, Line
class MyPaintWidget(Widget):
def on_touch_down(self, touch):
color = (random(), random(), random())
with self.canvas:
Color(*color)
d = 30.
Ellipse(pos=(touch.x - d / 2, touch.y - d / 2), size=(d, d))
touch.ud['line'] = Line(points=(touch.x, touch.y))
def on_touch_move(self, touch):
touch.ud['line'].points += [touch.x, touch.y]
class MyPaintApp(App):
def build(self):
return MyPaintWidget()
if __name__ == '__main__':
MyPaintApp().run()
|

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 tocolor
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):
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 | from random import random
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.button import Button
from kivy.graphics import Color, Ellipse, Line
class MyPaintWidget(Widget):
def on_touch_down(self, touch):
color = (random(), 1, 1)
with self.canvas:
Color(*color, mode='hsv')
d = 30.
Ellipse(pos=(touch.x - d / 2, touch.y - d / 2), size=(d, d))
touch.ud['line'] = Line(points=(touch.x, touch.y))
def on_touch_move(self, touch):
touch.ud['line'].points += [touch.x, touch.y]
class MyPaintApp(App):
def build(self):
parent = Widget()
self.painter = MyPaintWidget()
clearbtn = Button(text='Clear')
clearbtn.bind(on_release=self.clear_canvas)
parent.add_widget(self.painter)
parent.add_widget(clearbtn)
return parent
def clear_canvas(self, obj):
self.painter.canvas.clear()
if __name__ == '__main__':
MyPaintApp().run()
|

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.
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:
1 2 3 4 5
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’, ‘alpha’, or ‘beta’. The tagrevision is the revision 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.
-
kivy.
kivy_configure
()[source]¶ Call post-configuration of Kivy. This function must be called if you create the window yourself.
-
kivy.
kivy_register_post_configuration
(callback)[source]¶ Register a function to be called when kivy_configure() is called.
Warning
Internal use only.
-
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_base_dir
= '/home/docs/checkouts/readthedocs.org/user_builds/matham-kivy/envs/ast_compile/lib/python3.5/site-packages/kivy'¶ Kivy directory
-
kivy.
kivy_data_dir
= '/home/docs/checkouts/readthedocs.org/user_builds/matham-kivy/envs/ast_compile/lib/python3.5/site-packages/kivy/data'¶ Kivy data directory
-
kivy.
kivy_shader_dir
= '/home/docs/checkouts/readthedocs.org/user_builds/matham-kivy/envs/ast_compile/lib/python3.5/site-packages/kivy/data/glsl'¶ Kivy glsl shader directory
-
kivy.
kivy_icons_dir
= '/home/docs/checkouts/readthedocs.org/user_builds/matham-kivy/envs/ast_compile/lib/python3.5/site-packages/kivy/data/icons/'¶ Kivy icons config path (don’t remove the last ‘’)
-
kivy.
kivy_home_dir
= ''¶ Kivy user-home storage directory
-
kivy.
kivy_config_fn
= ''¶ Kivy configuration filename
-
kivy.
kivy_usermodules_dir
= ''¶ Kivy user modules directory
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):
1 2 3 | 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:
1 2 3 | 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.
-
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:
1 2 3 4 5
anim = Animation(x=50) anim.start(widget) # and later Animation.cancel_all(widget, 'x')
New in version 1.4.0.
-
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.
-
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.
-
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:
1 2 3 4 5
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
).
-
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.
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 | '''
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’:
1 2 3 4 | #:kivy 1.0
Button:
text: 'Hello from test.kv'
|
Contents of ‘main.py’:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | '''
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
):
1 2 3 4 5 6 | 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:
1 2 3 | [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:
1 2 3 4 5 6 7 8 9 10 11 12 | 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):
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | [
{ "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:
1 2 3 4 5 6 | 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:
1 2 3 4 5 6 7 8 9 | 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:
1 2 3 | 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:
1 2 3 | 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:
1 2 3 4 5 6 7 8 9 10 | 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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | 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:
- 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.
App.on_pause()
is called:- If False is returned, then
App.on_stop()
is called.- If True is returned (default case), the application will sleep until the OS resumes our App.
- When the app is resumed,
App.on_resume()
is called.- 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:
1 2 3 4 5 6 7 8 9 | 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.
-
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.
-
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 byget_application_config()
.Parameters: - config:
ConfigParser
Use this to add default section / key / value items
- config:
-
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
- settings:
-
close_settings
(*largs)[source]¶ Close the previously opened settings panel.
Returns: True if the settings has been closed.
-
config
= None¶ Returns an instance of the
ConfigParser
for the application configuration. You can use this to query some config tokens in thebuild()
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
, callbuild_settings()
, add a Kivy panel ifuse_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()
ordisplay_settings()
, you should be careful to correctly detect if the previous settings widget has been destroyed.
-
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.
- settings:
-
get_application_config
(defaultpath='%(appdir)s/%(appname)s.ini')[source]¶ New in version 1.0.7.
Changed in version 1.4.0: Customized the default path for iOS and Android platforms. Added a defaultpath parameter for desktop OS’s (not applicable to iOS and Android.)
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: /sdcard/.<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.
1 2 3 4
class TestApp(App): def get_application_config(self): return super(TestApp, self).get_application_config( '~/.%(appname)s.ini')
Some notes:
-
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:
1 2 3
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:
- Creating an instance of a ConfigParser
- Loading the default configuration by calling
build_config()
, then - 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:
1 2 3 4 5
<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.
-
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 thedisplay_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
= None¶ Options passed to the __init__ of the App
-
root
= None¶ The root widget returned by the
build()
method or by theload_kv()
method if the kv file contains a root widget.
-
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 eitherSettings
or one of the provided subclasses with different layouts (SettingsWithSidebar
,SettingsWithSpinner
,SettingsWithTabbedPanel
,SettingsWithNoMenu
). You can also create your own Settings subclass. See the documentation ofSettings
for more information.settings_cls
is anObjectProperty
and defaults toSettingsWithSpinner
which displays settings panels with a spinner to switch between them. If you set a string, theFactory
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()
.
-
title
¶ Title of your application. You can set this as follows:
1 2 3
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.
-
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 Android, /sdcard/<app_name> is returned.
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.
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.
-
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
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().
-
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.
-
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.
-
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 completly blocking the application.
New in version 1.6.0.
-
-
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 ocurred
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:
1 2 3 4 5 6 7 8 | {
"<basename>-<index>.png": {
"id1": [ <x>, <y>, <width>, <height> ],
"id2": [ <x>, <y>, <width>, <height> ],
# ...
},
# ...
}
|
Example from the Kivy data/images/defaulttheme.atlas
:
1 2 3 4 5 6 7 8 9 | {
"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:
1 2 3 4 5 | $ 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:
1 2 3 4 5 6 | $ 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.
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¶
1 2 3 4 5 6 | >>> 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.
- 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 begreen_grass
. If use_path is True, it will bedata_tiles_green_grass
.
Changed in version 1.8.0: Parameter use_path added
-
filename
¶ Filename of the current Atlas.
filename
is anAliasProperty
and defaults to None.
-
original_textures
¶ List of original atlas textures (which contain the
textures
).original_textures
is aListProperty
and defaults to [].New in version 1.9.1.
-
textures
¶ List of available textures within the atlas.
textures
is aDictProperty
and defaults to {}.
-
static
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:
1 2 3 4 5 6 7 8 9 10 | # 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.
-
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
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
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:
1 2 3 4 5 6 7 8 9 10 11 12 | # 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:
1 2 3 4 5 6 | 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:
1 2 3 4 | 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 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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | 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.
A triggered event is a way to defer a callback. It functions exactly like
schedule_once() and 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 Clock.schedule_once()
:
1 2 3 4 5 6 7 8 9 10 11 12 13 | # 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 Clock.schedule_once()
in a function:
1 2 3 4 5 6 7 8 9 10 11 | 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.
CyClockBase.create_trigger()
has a timeout parameter that
behaves exactly like CyClockBase.schedule_once()
.
Changed in version 1.10.0: CyClockBase.create_trigger()
now has a interval
parameter.
If False, the default, it’ll create an event similar to
CyClockBase.schedule_once()
. Otherwise it’ll create an event
similar to CyClockBase.schedule_interval()
.
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 | 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, other just 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.
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
isdefault
, the normal clock,ClockBase
, which limits callbacks to the maxfps quantization - is used. - When
kivy_clock
isinterrupt
, 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
isfree_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
isfree_only
, a interruptible clock,ClockBaseFreeInterruptAll
, which treats free and normal events independently; normal events are fps limited while free events are not - is used.
-
kivy.clock.
Clock
= None¶ The kivy Clock instance. See module documentation for details.
-
class
kivy.clock.
ClockEvent
¶ Bases:
builtins.object
A class that describes a callback scheduled with kivy’s
Clock
. 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.:
1 2 3 4
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.
-
cancel
()¶ Cancels the callback if it was scheduled to be called. If not scheduled, nothing happens.
-
clock
¶ The
CyClockBase
instance associated with the event.
-
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.
-
is_triggered
¶ Returns whether the event is scheduled to have its callback executed by the kivy thread.
-
next
¶ The next
ClockEvent
in order they were scheduled.
-
prev
¶ The previous
ClockEvent
in order they were scheduled.
-
release
()¶ (internal method) Converts the callback into a indirect ref.
-
tick
()¶ (internal method) Processes the event for the kivy thread.
-
timeout
¶ The duration after scheduling when the callback should be executed.
-
-
class
kivy.clock.
FreeClockEvent
¶ Bases:
kivy._clock.ClockEvent
The event returned by the
Clock.XXX_free
methods ofCyClockBaseFree
. It stores whether the event was scheduled as a free event.-
free
¶ Whether this event was scheduled as a free event.
-
-
class
kivy.clock.
CyClockBase
¶ Bases:
builtins.object
The base clock object with event support.
-
clock_resolution
¶ 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_trigger
()¶ Create a Trigger event. Check module documentation for more information.
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. If True, it create a event that is called every <timeout> seconds similar toschedule_interval()
. Defaults to False.
-
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
andmaxfps
provided at the config.
-
max_iteration
¶ 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
()¶ Function that is called internally every time an event is triggered for this clock. It takes the event as a parameter.
-
schedule_del_safe
()¶ Schedule a callback. Might be called from GC and cannot be cancelled.
It’s unsafe to call various kinds of code, such as code with a lock, from a __del__ or __dealloc__ methods. Since Kivy’s Clock uses a lock, it’s generally unsafe to call 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.
The callback takes no parameters and cannot be canceled.
New in version 1.11.0.
-
schedule_interval
()¶ Schedule an event to be called every <timeout> seconds.
Returns: A ClockEvent
instance. As opposed tocreate_trigger()
which only creates the trigger event, this method also schedules it.
-
schedule_once
()¶ Schedule an event in <timeout> seconds. If <timeout> is unspecified or 0, the callback will be called after the next frame is rendered.
Returns: A ClockEvent
instance. As opposed tocreate_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()
).
-
unschedule
()¶ Remove a previously scheduled event.
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.
- callback:
-
-
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()
, andschedule_interval()
methods, which create a normal event, have a corresponding method for creating a free event.-
create_trigger
()¶ Create a Trigger event. Check module documentation for more information.
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. If True, it create a event that is called every <timeout> seconds similar toschedule_interval()
. Defaults to False.
-
create_trigger_free
()¶ 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
()¶ Schedule an event to be called every <timeout> seconds.
Returns: A ClockEvent
instance. As opposed tocreate_trigger()
which only creates the trigger event, this method also schedules it.
-
schedule_interval_free
()¶ Similar to
schedule_interval()
, but instead creates a free event.
-
schedule_once
()¶ Schedule an event in <timeout> seconds. If <timeout> is unspecified or 0, the callback will be called after the next frame is rendered.
Returns: A ClockEvent
instance. As opposed tocreate_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()
).
-
schedule_once_free
()¶ Similar to
schedule_once()
, but instead creates a free event.
-
-
class
kivy.clock.
ClockBaseBehavior
(**kwargs)[source]¶ Bases:
builtins.object
The base of the kivy clock.
-
MIN_SLEEP
= 0.005¶ The minimum time to sleep. If the remaining time is less than this, the event loop will continuo
-
frames
¶ Number of internal frames (not necessarily drawed) from the start of the clock.
New in version 1.8.0.
-
frames_displayed
¶ Number of displayed frames from the start of the clock.
-
frametime
¶ Time spent between the last frame and the current frame (in seconds).
New in version 1.8.0.
-
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.
-
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.
-
time
= functools.partial(<function _libc_clock_gettime_wrapper.<locals>._time>)¶
-
-
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.
-
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.
ClockBase
(**kwargs)[source]¶ Bases:
kivy.clock.ClockBaseBehavior
,kivy._clock.CyClockBase
The
default
kivy clock. See module for details.
-
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.
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.
-
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:
1 2 3 4 5 6 7
@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.
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 compatibile code.
-
kivy.compat.
PY2
= False¶ True if this version of python is 2.x.
-
kivy.compat.
clock
() → float¶ A clock with the highest available resolution on your current Operating System.
-
kivy.compat.
string_types
¶ alias of
builtins.str
-
kivy.compat.
isclose
(a, b, *, rel_tol=1e-09, abs_tol=0.0) → bool¶ 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.
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.
Usage of the Config object¶
To read a configuration token from a particular section:
1 2 3 | >>> 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.
Available configuration tokens¶
kivy: |
|
||
---|---|---|---|
postproc: |
|
||
graphics: |
|
||
input: | You can create new input devices using this syntax:
See also Check the providers in |
||
widgets: |
|
||
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. |
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.
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 thename
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 theApp.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 usingget_configparser()
. In addition, you can now control the config values withConfigParserProperty
.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.
-
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.
-
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 aConfigParserProperty
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 asadd_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.
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.
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
¶ Bases:
kivy.event.ObjectWithUid
Generic event dispatcher interface.
See the module docstring for usage.
-
apply_property
()¶ 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:
1 2 3 4 5
>>> 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
()¶ Bind an event type or a property to a callback.
Usage:
1 2 3 4 5 6 7 8 9 10 11
# 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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66
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()
When binding a function to an event or property, a
kivy.weakmethod.WeakMethod
of the callback is saved, and when dispatching the callback is removed if the callback reference becomes invalid.If a callback has already been bound to a given event or property, it won’t be added again.
-
create_property
()¶ 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.
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.
1 2 3 4 5
>>> mywidget = Widget() >>> mywidget.create_property('custom') >>> mywidget.custom = True >>> print(mywidget.custom) True
-
dispatch
()¶ 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: basestring
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.
-
events
()¶ Return all the events in the class. Can be used for introspection.
New in version 1.8.0.
-
fbind
()¶ 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.- 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. - Although
bind()
creates aWeakMethod
of the callback when binding to an event or property, this method stores the callback directly. Seefbind_proxy()
to use a ref instead. This is useful when there’s no risk of a memory leak by storing the callback directly. - 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 withunbind_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()
:1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48
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 nonEventDispatcher
based class used with the kv lang. SeeObservable
for an example.New in version 1.9.0.
Changed in version 1.9.1: The ref keyword argument has been added.
- As opposed to
-
fbind_proxy
()¶ Identical to
fbind()
, except that proxy_func must be a proxy to the callback function or method. The proxy is called internally with proxy_func() to get the original callback, which is only called if it’s still alive.Typically, proxy_func is a
WeakMethod
.
-
funbind
()¶ 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 withbind()
as long as no keyword and positional arguments are provided tofunbind()
.New in version 1.9.0.
-
get_property_observers
()¶ 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 ifbind()
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
()¶ Return the getter of a property.
New in version 1.0.9.
-
is_event_type
()¶ Return True if the event_type is already registered.
New in version 1.0.4.
-
properties
()¶ 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
()¶ 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
¶ Default implementation of proxy_ref, returns self. .. versionadded:: 1.9.0
-
register_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:
- start with the prefix on_.
- have a default handler in the class.
Example of creating a custom event:
1 2 3 4 5 6 7 8 9 10 11 12
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
()¶ 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:
1 2 3 4 5 6 7
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
()¶ 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.
-
unbind_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 withfbind()
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.:
1 2 3 4 5 6
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_types
()¶ Unregister an event type in the dispatcher.
-
-
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. SeeEventDispatcher
for details.New in version 1.9.0.
-
fbind
()¶ -
Note
To keep backward compatibility with derived classes which may have inherited from
Observable
before, thefbind()
method was added. The default implementation offbind()
is to create a partial function that it passes to bind while saving the uid and largs/kwargs. However,funbind()
(andunbind_uid()
) are fairly inefficient since we have to first lookup this partial function using the largs/kwargs or uid and then callunbind()
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 withunbind_uid()
.
-
funbind
()¶ See
fbind()
andEventDispatcher.funbind()
.
-
unbind_uid
()¶ See
fbind()
andEventDispatcher.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:
1 2 3 | >>> from kivy.factory import Factory
>>> Factory.register('Widget', module='kivy.uix.widget')
>>> Factory.register('Vector', module='kivy.vector')
|
Example of using the Factory:
1 2 3 | >>> 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:
1 2 3 4 5 6 | >>> 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
= <kivy.factory.FactoryBase object>¶ Factory instance to use for getting new classes
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 | 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.
-
-
class
kivy.gesture.
GestureDatabase
[source]¶ Bases:
builtins.object
Class to handle a gesture database.
-
class
kivy.gesture.
GestureStroke
[source]¶ Bases:
builtins.object
Gestures can be made up of multiple strokes.
-
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.
-
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.
1 2 3 4 5 6 7 8 9 10 | 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 it’s 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.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 | 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:
1 2 3 4 5 6 7 | 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.
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.
-
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.
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_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).
-
dispatch_input
()[source]¶ Called by
EventLoopBase.idle()
to read events from input providers, pass events to postproc, and dispatch final events.
-
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_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.
-
start
()[source]¶ Must be called only once before
EventLoopBase.run()
. This starts all configured input providers.
-
stop
()[source]¶ Stop all input providers and call callbacks registered using EventLoop.add_stop_callback().
-
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:1 2 3 4 5 6
class E(ExceptionHandler): def handle_exception(self, inst): Logger.exception('Exception catched by ExceptionHandler') return ExceptionManager.PASS ExceptionManager.add_handler(E())
All exceptions will be set to PASS, and logged to the console!
-
class
kivy.base.
ExceptionManagerBase
[source]¶ Bases:
builtins.object
ExceptionManager manages exceptions handlers.
-
handle_exception
(inst)[source]¶ Called when an exception occurred in the
runTouchApp()
main loop.
-
-
kivy.base.
ExceptionManager
= <kivy.base.ExceptionManagerBase object>¶ Instance of a
ExceptionManagerBase
implementation.
-
kivy.base.
runTouchApp
(widget=None, slave=False)[source]¶ Static main function that starts the application loop. You can access some magic via the following arguments:
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.
- slave
No event dispatching is done. This will be your job.
- widget + slave
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)
Logger object¶
Differents logging levels are available : trace, debug, info, warning, error and critical.
Examples of usage:
1 2 3 4 5 6 7 8 9 | 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 message easily.
1 2 3 4 5 | Logger.info('Application: This is a test')
# will appear as
[INFO ] [Application ] This is a test
|
Logger configuration¶
The Logger can be controlled via the Kivy configuration file:
1 2 3 4 5 6 | [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.
Logger history¶
Even if the logger is not enabled, you still have access to the last 100 messages:
1 2 3 | from kivy.logger import LoggerHistory
print(LoggerHistory.history)
|
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: |
|
---|
Examples¶
Here is an example of creating a label with a sp font_size and setting the height manually with a 10dp margin:
1 2 3 4 5 6 7 | #: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
= <kivy.metrics.MetricsBase object>¶ Default instance of
MetricsBase
, used everywhere in the code .. versionadded:: 1.7.0
-
class
kivy.metrics.
MetricsBase
[source]¶ Bases:
builtins.object
Class that contains the default attributes for Metrics. Don’t use this class directly, but use the Metrics instance.
-
density
()¶ Return the density of the screen. This value is 1 by default on desktops but varies on android depending on the screen.
-
dpi
()¶ Return 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_rounded
()¶ Return the DPI of the screen, rounded to the nearest of 120, 160, 240 or 320.
-
fontscale
()¶ Return the fontscale user preference. This value is 1 by default but can vary between 0.8 and 1.2.
-
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
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 | 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)
1 2 3 4 5 6 7 8 9 10 11 | # 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.
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 availableMultistrokeGesture
objects.db
is aListProperty
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 toRecognizer.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 theparse_gesture()
function or imported directly toself.db
usingRecognizer.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 inself.db
, according to given criteria. This is used by many other methods of theRecognizer
; the arguments below can for example be used when callingRecognizer.recognize()
orRecognizer.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 strings1 2 3 4 5 6 7 8 9 10 11
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)1 2 3 4 5 6 7 8
# 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 byimport_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 byimport_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 toRecognizer.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 aCandidate
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_sensitiveUnistrokeTemplate
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 fromRecognizer.db
to anotherRecognizer
instance tgt.This method accepts optional
Recognizer.filter()
arguments.
-
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 fromMultistrokeGesture
). 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)
-
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.
-
progress
¶ Returns the progress as a float, 0 is 0% done, 1 is 100%. This is a Python property.
-
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 (ieUnistrokeTemplate
) 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:
1 2 3 4 5
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 Candiate 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
1 2 3 4 5 6 7 8
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.
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.
-
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 invariantUnistrokeTemplate
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.
Parser utilities¶
Helper functions used for CSS parsing.
-
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_int
¶ alias of
builtins.int
-
kivy.parser.
parse_float
¶ alias of
builtins.float
-
kivy.parser.
parse_string
(text)[source]¶ Parse a string to a string (removing single and double quotes).
-
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_int2
(text)[source]¶ Parse a string to a list of exactly 2 integers.
>>> print(parse_int2("12 54")) 12, 54
-
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_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).
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 aNumericProperty
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’spos
property changes, you canbind
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:
1 2 3 4 | 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:
1 2 3 4 5 | 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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | 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:
1 2 3 | # 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:
1 2 3 4 5 6 | 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.:
1 2 3 4 | class MyClass(EventDispatcher):
def __init__(self, my_string, **kwargs):
super(MyClass, self).__init__(**kwargs)
self.my_string = my_string
|
or:
1 2 3 4 | 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():
1 2 3 4 | 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:
1 2 3 4 5 6 | 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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 | 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:
1 2 3 4 5 | 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.
Property
¶ Bases:
builtins.object
Base class for building more complex properties.
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:1 2 3
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:
1 2 3 4 5 6 7 8
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.
Changed in version 1.4.2: Parameters errorhandler and errorvalue added
Changed in version 1.9.0: Parameter force_dispatch added
-
bind
()¶ Add a new observer to be called only when the value is changed.
-
dispatch
()¶ 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:
1 2 3 4 5
button = Button() # get the Property class instance prop = button.property('text') # dispatch this property on the button instance prop.dispatch(button)
-
fbind
()¶ 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.
-
funbind
()¶ 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
()¶ Return the value of the property.
-
link
()¶ 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
()¶ Set a new value for the property.
-
unbind
()¶ Remove the observer from our widget observer list.
-
unbind_uid
()¶ Remove the observer from our widget observer list bound with fbind using the uid.
-
class
kivy.properties.
NumericProperty
¶ Bases:
kivy.properties.Property
Property that represents a numeric value.
Parameters: - defaultvalue: int or float, defaults to 0
Specifies the default value of the property.
1 2 3 4 5 6 7 8 9 10 11
>>> 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
()¶ 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.
StringProperty
¶ Bases:
kivy.properties.Property
Property that represents a string value.
Parameters: - defaultvalue: string, defaults to ‘’
Specifies the default value of the property.
-
class
kivy.properties.
ListProperty
¶ Bases:
kivy.properties.Property
Property that represents a list.
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:1 2 3 4 5 6 7 8 9 10 11
>>> 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.
1 2 3
>>> my_list[2]['hi'] = 'bye' >>> print(my_list, widget.my_list) [1, 5, {'hi': 'bye'}, 10] [1, 5, {'hi': 'bye'}]
-
link
()¶ 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
()¶ Set a new value for the property.
-
class
kivy.properties.
ObjectProperty
¶ Bases:
kivy.properties.Property
Property that represents a Python object.
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
, wherea
,b
, andc
are properties withrebind
False
andd
is aStringProperty
. Then when the rule is applied,text
becomes bound only tod
. Ifa
,b
, orc
change,text
still remains bound tod
. Furthermore, if any of them wereNone
when the rule was initially evaluated, e.g.b
wasNone
; thentext
is bound tob
and will not become bound tod
even whenb
is changed to not beNone
.By setting
rebind
toTrue
, however, the rule will be re-evaluated and all the properties rebound when that intermediate property changes. E.g. in the example above, wheneverb
changes or becomes notNone
if it wasNone
before,text
is evaluated again and becomes rebound tod
. The overall result is thattext
is now bound to all the properties amonga
,b
, orc
that haverebind
set toTrue
.- **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.
-
class
kivy.properties.
BooleanProperty
¶ Bases:
kivy.properties.Property
Property that represents only a boolean value.
Parameters: - defaultvalue: boolean
Specifies the default value of the property.
-
class
kivy.properties.
BoundedNumericProperty
¶ Bases:
kivy.properties.Property
Property that represents a numeric value within a minimum bound and/or 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
()¶ 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
()¶ Return the minimum value acceptable for the BoundedNumericProperty in obj. Return None if no minimum value is set:
1 2 3 4 5 6
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
()¶ 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
()¶ Change the minimum value acceptable for the BoundedNumericProperty, only for the obj instance. Set to None if you want to disable it:
1 2 3 4 5 6 7 8
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.
OptionProperty
¶ Bases:
kivy.properties.Property
Property that represents a string from a predefined list of valid 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.
ReferenceListProperty
¶ Bases:
kivy.properties.Property
Property that allows the creation of a tuple of other properties.
For example, if x and y are
NumericProperty
s, we can create aReferenceListProperty
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:
1 2 3 4
class MyWidget(EventDispatcher): x = NumericProperty(0) y = NumericProperty(0) pos = ReferenceListProperty(x, y)
-
get
()¶ Return the value of the property.
-
link
()¶ 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
()¶ Set a new value for the property.
-
-
class
kivy.properties.
AliasProperty
¶ Bases:
kivy.properties.Property
Create a property with a custom getter and setter.
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:
1 2 3 4 5
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'])
Parameters: - getter: function
Function to use as a property getter
- setter: function
Function to use as a property setter. Properties listening to the alias property won’t be updated 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
- cache: boolean
If True, the value will be cached, until one of the binded elements will changes
- rebind: bool, defaults to False
See
ObjectProperty
for details.
Changed in version 1.9.0: rebind has been introduced.
Changed in version 1.4.0: Parameter cache added.
-
dispatch
()¶ 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:
1 2 3 4 5
button = Button() # get the Property class instance prop = button.property('text') # dispatch this property on the button instance prop.dispatch(button)
-
get
()¶ Return the value of the property.
-
set
()¶ Set a new value for the property.
-
class
kivy.properties.
DictProperty
¶ Bases:
kivy.properties.Property
Property that represents a dict.
Parameters: - defaultvalue: dict, defaults to None
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 aDictProperty
, the dict stored in the property is a shallow copy of the dict and not the original dict. SeeListProperty
for details.-
link
()¶ 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
()¶ Set a new value for the property.
-
class
kivy.properties.
VariableListProperty
¶ Bases:
kivy.properties.Property
A ListProperty that allows you to work with a variable amount of 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 VariabelListProperty’s are 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.
-
link
()¶ 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.
-
class
kivy.properties.
ConfigParserProperty
¶ Bases:
kivy.properties.Property
Property that allows one to bind to changes in the configuration values 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:
1 2 3 4 5 6 7 8
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()
, thenwrite()
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 throughset_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
()¶ Set a new value for the property.
-
set_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.
1 2 3 4 5
class MyWidget(Widget): username = ConfigParserProperty('', 'info', 'name', None) widget = MyWidget() widget.property('username').set_config(ConfigParser())
- config: A
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.
Support¶
Activate other frameworks/toolkits inside the kivy event loop.
-
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.
-
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.
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.
-
kivy.utils.
strtotuple
(s)[source]¶ Convert a tuple string into a tuple with some security checks. Designed to be used with the eval() function:
1 2 3
a = (12, 54, 68) b = str(a) # return '(12, 54, 68)' c = strtotuple(b) # return (12, 54, 68)
-
kivy.utils.
get_hex_from_color
(color)[source]¶ Transform a kivy
Color
to a hex value:1 2 3 4
>>> 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.
boundary
(value, minvalue, maxvalue)[source]¶ Limit a value between a minvalue and maxvalue.
-
kivy.utils.
deprecated
(func)[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.
-
class
kivy.utils.
SafeList
[source]¶ Bases:
builtins.list
List with a clear() method.
Warning
Usage of the iterate() function will decrease your performance.
-
kivy.utils.
interpolate
(value_from, value_to, step=10)[source]¶ Interpolate between two values. This can be useful for smoothing some transitions. For example:
1 2 3 4 5
# 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.
-
class
kivy.utils.
QueryDict
[source]¶ Bases:
builtins.dict
QueryDict is a dict() that can be queried with dot.
1 2 3 4 5
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.
-
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:
1 2 3
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.
-
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:
1 2 3
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.
-
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:
1 2 3 4 5 6
@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.
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 >>> # 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:
1 2 3 4 5 6 7 8 9 10 | 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 +, -, /:
1 2 3 4 5 6 7 8 9 10 11 | >>> 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:
1 2 3 4 5 6 7 8 | >>> 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.
1 2 3 4
>>> 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.
1 2 3 4 5 6
>>> 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
-
static
in_bbox
(point, a, b)[source]¶ Return True if point is in the bounding box defined by a and b.
1 2 3 4 5 6
>>> 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.
1 2 3 4 5
>>> Vector(10, 10).length() 14.142135623730951 >>> pos = (10, 10) >>> Vector(pos).length() 14.142135623730951
-
length2
()[source]¶ Returns the length of a vector squared.
1 2 3 4 5
>>> 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.
1 2 3 4 5 6
>>> 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.
1 2 3 4 5
>>> 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.
1 2 3 4
>>> v = Vector(100, 0) >>> v.rotate(45) >>> v [70.710678118654755, 70.710678118654741]
-
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.
1 2 3 4 5 6
>>> a = (98, 28) >>> b = (72, 33) >>> c = (10, -5) >>> d = (20, 88) >>> Vector.segment_intersection(a, b, c, d) None
1 2 3 4 5 6
>>> a = (0, 0) >>> b = (10, 10) >>> c = (0, 10) >>> d = (10, 0) >>> Vector.segment_intersection(a, b, c, d) [5, 5]
-
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, proxy_func=False)[source]¶ Bases:
builtins.object
Implementation of a weakref for functions and bound methods.
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
¶ Bases:
builtins.object
Replacement for weakref.proxy to support comparisons
Adapters¶
New in version 1.5.0.
Deprecated since version 1.10.0: The feature has been deprecated.
An adapter is a mediating controller-type class that processes and presents
data for use in views. It does this by generating models, generally lists of
SelectableView
items, that are consumed and
presented by views. Views are top-level widgets, such as a
ListView
, that allow users to scroll through
and (optionally) interact with your data.
The Concept¶
Kivy adapters are modelled on the Adapter design pattern. Conceptually, they play the role of a ‘controller’ between you data and views in a Model-View-Controller type architecture.
The role of an adapter can be depicted as follows:

The Components¶
The components involved in this process are:
Adapters: The adapter plays a mediating role between the user interface and your data. It manages the creation of the view elements for the model using the args_converter to prepare the contructor arguments for your cls/template view items.
The base
Adapter
is subclassed by theSimpleListAdapter
andListAdapter
. TheDictAdapter
is a more advanced and flexible subclass ofListAdapter
.Models: The data for which an adapter serves as a bridge to views can be any sort of data. However, for convenience, model mixin classes can ease the preparation or shaping of data for use in the system. For selection operations, the
SelectableDataItem
can optionally prepare data items to provide and receive selection information (data items are not required to be “selection-aware”, but in some cases it may be desired).Args Converters: Argument converters are made by the application programmer to do the work of converting data items to argument dictionaries suitable for instantiating views. In effect, they take each row of your data and create dictionaries that are passed into the constructors of your cls/template which are then used populate your View.
Views: Models of your data are presented to the user via views. Each of your data items create a corresponding view subitem (the cls or template) presented in a list by the View. The base
AbstractView
currently has one concrete implementation: theListView
.
Adapter¶
New in version 1.5.
Deprecated since version 1.10.0: The feature has been deprecated.
Warning
This code is still experimental, and its API is subject to change in a future version.
An Adapter
is a bridge between data and
an AbstractView
or one of its subclasses, such
as a ListView
.
The following arguments can be passed to the contructor to initialise the corresponding properties:
data
: for any sort of data to be used in a view. For anAdapter
, data can be an object as well as a list, dict, etc. For aListAdapter
, data should be a list. For aDictAdapter
, data should be a dict.cls
: the class used to instantiate each list item view instance (Use this or the template argument).template
: a kv template to use to instantiate each list item view instance (Use this or the cls argument).args_converter
: a function used to transform the data items in preparation for either a cls instantiation or a kv template invocation. If no args_converter is provided, the data items are assumed to be simple strings.
Please refer to the adapters
documentation for an overview of how
adapters are used.
-
class
kivy.adapters.adapter.
Adapter
(**kwargs)[source]¶ Bases:
kivy.event.EventDispatcher
An
Adapter
is a bridge between data and anAbstractView
or one of its subclasses, such as aListView
.-
args_converter
¶ A function that prepares an args dict for the cls or kv template to build a view from a data item.
If an args_converter is not provided, a default one is set that assumes simple content in the form of a list of strings.
args_converter
is anObjectProperty
and defaults to None.
-
cls
¶ A class for instantiating a given view item (Use this or template). If this is not set and neither is the template, a
Label
is used for the view item.cls
is anObjectProperty
and defaults to None.
-
data
¶ The data for which a view is to be constructed using either the cls or template provided, together with the args_converter provided or the default args_converter.
In this base class, data is an ObjectProperty, so it could be used for a wide variety of single-view needs.
Subclasses may override it in order to use another data type, such as a
ListProperty
orDictProperty
as appropriate. For example, in aListAdapter
, data is aListProperty
.data
is anObjectProperty
and defaults to None.
-
get_cls
()[source]¶ New in version 1.9.0.
Returns the widget type specified by self.cls. If it is a string, the
Factory
is queried to retrieve the widget class with the given name, otherwise it is returned directly.
-
template
¶ A kv template for instantiating a given view item (Use this or cls).
template
is anObjectProperty
and defaults to None.
-
DictAdapter¶
New in version 1.5.
Deprecated since version 1.10.0: The feature has been deprecated.
Warning
This code is still experimental, and its API is subject to change in a future version.
A DictAdapter
is an adapter around a
python dictionary of records. It extends the list-like capabilities of the
ListAdapter
.
If you wish to have a bare-bones list adapter, without selection, use the
SimpleListAdapter
.
-
class
kivy.adapters.dictadapter.
DictAdapter
(**kwargs)[source]¶ Bases:
kivy.adapters.listadapter.ListAdapter
A
DictAdapter
is an adapter around a python dictionary of records. It extends the list-like capabilities of theListAdapter
.-
cut_to_sel
(*args)[source]¶ Same as trim_to_sel, but intervening list items within the selected range are also cut, leaving only list items that are selected.
sorted_keys will be updated by update_for_new_data().
-
data
¶ A dict that indexes records by keys that are equivalent to the keys in sorted_keys, or they are a superset of the keys in sorted_keys.
The values can be strings, class instances, dicts, etc.
data
is aDictProperty
and defaults to None.
-
sorted_keys
¶ The sorted_keys list property contains a list of hashable objects (can be strings) that will be used directly if no args_converter function is provided. If there is an args_converter, the record received from a lookup of the data, using keys from sorted_keys, will be passed to it for instantiation of list item view class instances.
sorted_keys
is aListProperty
and defaults to [].
-
trim_left_of_sel
(*args)[source]¶ Cut list items with indices in sorted_keys that are less than the index of the first selected item, if there is a selection.
sorted_keys will be updated by update_for_new_data().
-
List Item View Argument Converters¶
New in version 1.5.
Deprecated since version 1.10.0: The feature has been deprecated.
The default list item args converter for list adapters is a function (shown below) that takes a row index and a string. It returns a dict with the string as the text item, along with two properties suited for simple text items with a height of 25.
Simple Usage¶
Argument converters may be normal functions or, as in the case of the default args converter, lambdas:
1 2 3 | list_item_args_converter = lambda row_index, x: {'text': x,
'size_hint_y': None,
'height': 25}
|
Advanced Usage¶
Typically, having the argument converter perform a simple mapping suffices.
There are times, however, when more complex manipulation is required. When
using CompositeListItem
, it is possible to specify
a list of cls dictionaries. This allows you to compose a single view item
out of multiple classes, each of which can receive their own class constructor
arguments via the kwargs keyword:
1 2 3 4 5 6 7 8 9 10 11 | args_converter = lambda row_index, rec: \
{'text': rec['text'],
'size_hint_y': None,
'height': 25,
'cls_dicts': [{'cls': ListItemButton,
'kwargs': {'text': rec['text']}},
{'cls': ListItemLabel,
'kwargs': {'text': rec['text'],
'is_representing_cls': True}},
{'cls': ListItemButton,
'kwargs': {'text': rec['text']}}]}
|
Please see the list_composite.py for a complete example.
ListAdapter¶
New in version 1.5.
Deprecated since version 1.10.0: The feature has been deprecated.
Warning
This code is still experimental, and its API is subject to change in a future version.
A ListAdapter
is an adapter around a python list and adds support
for selection operations. If you wish to have a bare-bones list adapter,
without selection, use a
SimpleListAdapter
.
From an Adapter
, a ListAdapter
inherits cls,
template, and args_converter properties and adds others that control selection
behaviour:
selection
: a list of selected items.selection_mode
: one of ‘single’, ‘multiple’ or ‘none’.allow_empty_selection
: a boolean. If False, a selection is forced. If True, and only user or programmatic action will change selection, it can be empty.
A DictAdapter
is a subclass of a
ListAdapter
. They both dispatch the
on_selection_change
event when selection changes.
Changed in version 1.6.0: Added data = ListProperty([]), which was probably inadvertently deleted at some point. This means that whenever data changes an update will fire, instead of having to reset the data object (Adapter has data defined as an ObjectProperty, so we need to reset it here to ListProperty). See also DictAdapter and its set of data = DictProperty().
-
class
kivy.adapters.listadapter.
ListAdapter
(**kwargs)[source]¶ Bases:
kivy.adapters.adapter.Adapter
,kivy.event.EventDispatcher
A base class for adapters interfacing with lists, dictionaries or other collection type data, adding selection, view creation and management functionality.
-
allow_empty_selection
¶ The allow_empty_selection may be used for cascading selection between several list views, or between a list view and an observing view. Such automatic maintenance of the selection is important for all but simple list displays. Set allow_empty_selection to False and the selection is auto-initialized and always maintained, so any observing views may likewise be updated to stay in sync.
allow_empty_selection
is aBooleanProperty
and defaults to True.
-
cached_views
¶ View instances for data items are instantiated and managed by the adapter. Here we maintain a dictionary containing the view instances keyed to the indices in the data.
This dictionary works as a cache. get_view() only asks for a view from the adapter if one is not already stored for the requested index.
cached_views
is aDictProperty
and defaults to {}.
-
create_view
(index)[source]¶ This method is more complicated than the ones in the
Adapter
andSimpleListAdapter
classes because here we create bindings for the data items and their children back to the self.handle_selection() event. We also perform other selection-related tasks to keep item views in sync with the data.
-
cut_to_sel
(*args)[source]¶ Same as trim_to_sel, but intervening list items within the selected range are also cut, leaving only list items that are selected.
-
data
¶ The data list property is redefined here, overriding its definition as an ObjectProperty in the Adapter class. We bind to data so that any changes will trigger updates. See also how the
DictAdapter
redefines data as aDictProperty
.data
is aListProperty
and defaults to [].
-
on_selection_change
(*args)[source]¶ on_selection_change() is the default handler for the on_selection_change event. You can bind to this event to get notified of selection changes.
Parameters: - adapter:
ListAdapter
or subclass The instance of the list adapter where the selection changed. Use the adapters
selection
property to see what has been selected.
- adapter:
-
propagate_selection_to_data
¶ Normally, data items are not selected/deselected because the data items might not have an is_selected boolean property – only the item view for a given data item is selected/deselected as part of the maintained selection list. However, if the data items do have an is_selected property, or if they mix in
SelectableDataItem
, the selection machinery can propagate selection to data items. This can be useful for storing selection state in a local database or backend database for maintaining state in game play or other similar scenarios. It is a convenience function.To propagate selection or not?
Consider a shopping list application for shopping for fruits at the market. The app allows for the selection of fruits to buy for each day of the week, presenting seven lists: one for each day of the week. Each list is loaded with all the available fruits, but the selection for each is a subset. There is only one set of fruit data shared between the lists, so it would not make sense to propagate selection to the data because selection in any of the seven lists would clash and mix with that of the others.
However, consider a game that uses the same fruits data for selecting fruits available for fruit-tossing. A given round of play could have a full fruits list, with fruits available for tossing shown selected. If the game is saved and rerun, the full fruits list, with selection marked on each item, would be reloaded correctly if selection is always propagated to the data. You could accomplish the same functionality by writing code to operate on list selection, but having selection stored in the data ListProperty might prove convenient in some cases.
Note
This setting should be set to True if you wish to initialize the view with item views already selected.
propagate_selection_to_data
is aBooleanProperty
and defaults to False.
-
select_list
(view_list, extend=True)[source]¶ The select call is made for the items in the provided view_list.
Arguments:
view_list: the list of item views to become the new selection, or to add to the existing selection
extend: boolean for whether or not to extend the existing list
-
selection
¶ The selection list property is the container for selected items.
selection
is aListProperty
and defaults to [].
-
selection_limit
¶ When the
selection_mode
is ‘multiple’ and the selection_limit is non-negative, this number will limit the number of selected items. It can be set to 1, which is equivalent to single selection. If selection_limit is not set, the default value is -1, meaning that no limit will be enforced.selection_limit
is aNumericProperty
and defaults to -1 (no limit).
-
selection_mode
¶ The selection_mode is a string and can be set to one of the following values:
- ‘none’: use the list as a simple list (no select action). This option
is here so that selection can be turned off, momentarily or
permanently, for an existing list adapter.
A
ListAdapter
is not meant to be used as a primary no-selection list adapter. Use aSimpleListAdapter
for that. - ‘single’: multi-touch/click ignored. Single item selection only.
- ‘multiple’: multi-touch / incremental addition to selection allowed;
may be limited to a count by setting the
selection_limit
.
selection_mode
is anOptionProperty
and defaults to ‘single’.- ‘none’: use the list as a simple list (no select action). This option
is here so that selection can be turned off, momentarily or
permanently, for an existing list adapter.
A
-
trim_left_of_sel
(*args)[source]¶ Cut list items with indices in sorted_keys that are less than the index of the first selected item if there is a selection.
-
SelectableDataItem¶
New in version 1.5.
Deprecated since version 1.10.0: The feature has been deprecated.
Warning
This code is still experimental, and its API is subject to change in a future version.
Data Models¶
Kivy is open about the type of data used in applications built with the system. However, base classes are sometimes needed to ensure data conforms to the requirements of some parts of the system.
A SelectableDataItem
is a basic Python data model class that can be
used as a mixin to build data objects that are compatible with Kivy’s
Adapter
and selection system and which work with views such as a
ListView
. A boolean is_selected
property a requirement.
The default operation of the selection system is to not propagate selection in views such as ListView to the underlying data: selection is by default a view-only operation. However, in some cases, it is useful to propagate selection to the actual data items.
You may, of course, build your own Python data model system as the backend for a Kivy application. For instance, to use the Google App Engine Data Modeling system with Kivy, you could define your class as follows:
1 2 3 4 5 | from google.appengine.ext import db
class MySelectableDataItem(db.Model):
# ... other properties
is_selected = db.BooleanProperty()
|
It is easy to build such a class with plain Python.
SimpleListAdapter¶
New in version 1.5.
Deprecated since version 1.10.0: The feature has been deprecated.
Warning
This code is still experimental, and its API is subject to change in a future version.
The SimpleListAdapter
is used for
basic lists. For example, it can be used for displaying a list of read-only
strings that do not require user interaction.
-
class
kivy.adapters.simplelistadapter.
SimpleListAdapter
(**kwargs)[source]¶ Bases:
kivy.adapters.adapter.Adapter
A
SimpleListAdapter
is an adapter around a Python list.From
Adapter
, theListAdapter
gets cls, template, and args_converter properties.-
data
¶ The data list property contains a list of objects (which can be strings) that will be used directly if no args_converter function is provided. If there is an args_converter, the data objects will be passed to it for instantiating the item view class instances.
data
is aListProperty
and defaults to [].
-
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.
Audio¶
Load an audio sound and play it with:
1 2 3 4 5 6 7 | 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.
-
get_pos
()[source]¶ Returns the current position of the audio file. Returns 0 if not playing.
New in version 1.4.1.
-
length
¶ Get length of the sound (in seconds).
-
loop
¶ Set to True if the sound should automatically loop when it finishes.
New in version 1.8.0.
loop
is aBooleanProperty
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 aNumericProperty
and defaults to 1.
-
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 aStringProperty
that defaults to None and is read-only. Use theSoundLoader.load()
for loading audio.
-
state
¶ State of the sound, one of ‘stop’ or ‘play’.
New in version 1.3.0.
state
is a read-onlyOptionProperty
.
-
volume
¶ Volume, in the range 0-1. 1 means full volume, 0 means mute.
New in version 1.3.0.
volume
is aNumericProperty
and defaults to 1.
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 doesnt 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.
-
index
¶ Source index of the camera
-
resolution
¶ Resolution of camera capture (width, height)
-
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.
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:
1 2 3 4 | 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):
1 2 3 4 | 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")
|
-
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.
-
anim_available
¶ Return True if this Image instance has animation available.
New in version 1.0.8.
-
anim_delay
¶ Delay between each animation frame. A lower value means faster animation.
New in version 1.0.8.
-
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:
1 2 3 4 5
# 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.
-
filename
¶ Get/set the filename of image
-
height
¶ Image height
-
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.
-
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:
1 2 3 4 5
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)[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:
1 2 3 4 5 6 7 8 9
# 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.
-
size
¶ Image size (width, height)
-
texture
¶ Texture of the image
-
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.
-
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.
-
height
¶ Image height in pixels. (If the image is mipmapped, it will use the level 0)
-
mipmaps
¶ Data for each mipmap.
-
rowlength
¶ Image rowlength. (If the image is mipmapped, it will use the level 0)
New in version 1.9.0.
-
size
¶ Image (width, height) in pixels. (If the image is mipmapped, it will use the level 0)
-
source
¶ Image source, if available
-
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.
1 2 3 4 5 6 7 8 | >>> 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']
|
-
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’.
-
-
exception
kivy.core.spelling.
NoSuchLangError
[source]¶ Bases:
Exception
Exception to be raised when a specific language could not be found.
-
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.
Text¶
An abstraction of text creation. Depending of the selected backend, the accuracy of text rendering may vary.
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 getting text out of different text providers,
you should only be using this directly if your needs aren’t fulfilled by the
Label
.
Usage example:
1 2 3 4 5 6 7 8 9 10 11 | 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
|
-
class
kivy.core.text.
LabelBase
(text='', font_size=12, font_name=None, bold=False, italic=False, underline=False, strikethrough=False, 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, **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_name: str, defaults to DEFAULT_FONT
Font name of the text
- 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: float, defaults to None
If it’s a float, it will set padding_x and padding_y
- 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.
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.
-
content_height
¶ Return the content height; i.e. the height of the text without any padding.
-
content_size
¶ Return the content size (width, height)
-
content_width
¶ Return the content width; i.e. the width of the text without any padding.
-
fontid
¶ Return a unique id for all font parameters
-
get_cached_extents
()[source]¶ Returns a cached version of the
get_extents()
function.1 2 3 4 5
>>> 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.
-
label
¶ Get/Set 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]. Iftext_size
[0] is None, it returns text text unchanged.split_str
andshorten_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.
-
text
¶ Get/Set the text
-
text_size
¶ Get/set the (width, height) of the ‘ ‘contrained rendering box
-
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.
-
kivy.core.text.text_layout.
layout_text
()¶ Lays out text into a series of
LayoutWord
andLayoutLine
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 it’s 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 tolayout_text()
append or create newLayoutLine
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36
>>> 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']
-
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
. SeeLayoutLine
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.
-
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 ifis_last_line
is True. For example a single real line of text can be split across multipleLayoutLine
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.
Text Markup¶
New in version 1.1.0.
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
[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.
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 informations.
-
anchors
¶ Get the position of all the
[anchor=...]
:{ 'anchorA': (x, y), 'anchorB': (x, y), ... }
-
markup
¶ Return the text with all the markup splitted:
>>> MarkupLabel('[b]Hello world[/b]').markup >>> ('[b]', 'Hello world', '[/b]')
-
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 unknown: 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.
-
duration
¶ Get the video duration (in seconds)
-
filename
¶ Get/set the filename/uri of the current video
-
position
¶ Get/set the position in the video (in seconds)
-
state
¶ Get the video playing status
-
texture
¶ Get the video texture
-
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42
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
= None¶ 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
= None¶ Target that have requested the keyboard
-
widget
= None¶ VKeyboard widget, if allowed by the configuration
-
window
= None¶ 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.- 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).
- 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_dropfile: str
Fired when a file is dropped on the application.
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.
- 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.
-
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 aBooleanProperty
and defaults to True.
-
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 aBooleanProperty
and defaults to False.
-
center
¶ Center of the rotated window.
New in version 1.0.9.
center
is anAliasProperty
.
-
children
¶ List of the children of this window.
children
is aListProperty
instance and defaults to an empty list.Use
add_widget()
andremove_widget()
to manipulate the list of children. Don’t manipulate the list directly unless you know what you are doing.
-
clearcolor
¶ Color used to clear the window.
1 2 3 4 5 6 7
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 anAliasProperty
and defaults to (0, 0, 0, 1).
-
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!
-
dpi
()¶ Return the DPI of the screen. If the implementation doesn’t support any DPI lookup, it will just return 96.
Warning
This value is not cross-platform. Use
kivy.base.EventLoop.dpi
instead.
-
focus
¶ Check whether or not the window currently has focus.
New in version 1.9.1.
focus
is a read-onlyAliasProperty
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.
-
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-onlyAliasProperty
.
-
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 aStringProperty
.
-
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 works.
New in version 1.9.0.
keyboard_height
is a read-onlyAliasProperty
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 aNumericProperty
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 anAliasProperty
New in version 1.9.1.
left
is anAliasProperty
and defaults to the position set inConfig
.
-
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 aNumericProperty
and defaults to 0.
-
minimum_width
¶ The minimum width to restrict the window to.
New in version 1.9.1.
minimum_width
is aNumericProperty
and defaults to 0.
-
modifiers
¶ List of keyboard modifiers currently active.
New in version 1.0.9.
modifiers
is anAliasProperty
.
-
mouse_pos
¶ 2d position of the mouse within the window.
New in version 1.2.0.
mouse_pos
is anObjectProperty
and defaults to [0, 0].
-
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_dropfile
(filename)[source]¶ Event called when a file is dropped on the application.
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.)
New in version 1.2.0.
-
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.
Event called when a joystick has a button pressed.
New in version 1.9.0.
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’, ‘end’
- me:
MotionEvent
The Motion Event currently dispatched.
-
on_mouse_down
(x, y, button, modifiers)[source]¶ Event called when the mouse is used (pressed/released).
-
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_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_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 aObjectProperty
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.
-
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.
-
request_keyboard
(callback, target, input_type='text')[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 ‘text’, ‘number’, ‘url’, ‘mail’, ‘datetime’, ‘tel’, ‘address’.
Note
input_type is currently only honored on mobile devices.
New in version 1.8.0.
Return: An instance of
Keyboard
containing the callback, target, and if the configuration allows it, aVKeyboard
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 anAliasProperty
.
-
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_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 aListProperty
instance and defaults to [1, 1, 1, 1].
-
shape_cutoff
¶ The window
shape_image
cutoff property (only works for sdl2 window provider).New in version 1.10.1.
shape_cutoff
is aBooleanProperty
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 aStringProperty
and defaults to ‘data/images/defaultshape.png’. This value is taken fromConfig
.
-
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
- binalpha - hides an alpha channel of the
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 anAliasProperty
.
-
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 anAliasProperty
.
-
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 aBooleanProperty
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 anAliasProperty
.
-
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 anOptionProperty
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.
New in version 1.0.9.
system_size
is anAliasProperty
.
-
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 anAliasProperty
New in version 1.9.1.
top
is anAliasProperty
and defaults to the position set inConfig
.
-
ungrab_mouse
()[source]¶ Ungrab mouse
New in version 1.10.0.
Note
This feature requires the SDL2 window provider.
-
width
¶ Rotated window width.
width
is a read-onlyAliasProperty
.
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 aNumericProperty
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 aNumericProperty
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 aBooleanProperty
and defaults to True.
-
spring_constant
¶ Spring constant.
spring_constant
is aNumericProperty
and defaults to 2.0
-
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:
1 2 3 4 5 | >>> 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:
1 2 3 4 | 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 resetis_manual
to False, and compute the movement if the velocity is > 0.
-
friction
¶ Friction to apply on the velocity
velocity
is aNumericProperty
and defaults to 0.05.
-
is_manual
¶ Indicate if a movement is in progress (True) or not (False).
velocity
is aBooleanProperty
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 aNumericProperty
and defaults to 5.
-
min_distance
¶ The minimal distance for a movement to have nonzero velocity.
New in version 1.8.0.
min_distance
isNumericProperty
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 aNumericProperty
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()
-
update_velocity
(dt)[source]¶ (internal) Update the velocity according to the frametime and friction.
-
value
¶ Value (during the movement and computed) of the effect.
velocity
is aNumericProperty
and defaults to 0.
-
velocity
¶ Velocity of the movement.
velocity
is aNumericProperty
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 informations.
-
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 aNumericProperty
and defaults to 0.
-
drag_threshold
¶ Minimum distance to travel before the movement is considered as a drag.
velocity
is aNumericProperty
and defaults to 20sp.
-
max
¶ Maximum boundary to use for scrolling.
max
is aNumericProperty
and defaults to 0.
-
min
¶ Minimum boundary to use for scrolling.
min
is aNumericProperty
and defaults to 0.
-
overscroll
¶ Computed value when the user over-scrolls i.e. goes out of the bounds.
overscroll
is aNumericProperty
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 aNumericProperty
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()
-
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 aObjectProperty
and defaults to None.
-
Garden¶
New in version 1.7.0.
Changed in version 1.8.0.
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.
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 | # 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 :
- a
Canvas
object.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:
1 2 3 4 5 6 7 | 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 widgets
position or size. You therefore you 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.
Bezier
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d Bezier curve.
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
¶ Bases:
kivy.graphics.instructions.ContextInstruction
BindTexture Graphic instruction. 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
¶ Bases:
kivy.graphics.vertex_instructions.Rectangle
A 2d border image. The behavior of the border image is similar to the 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 it’s 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.
Callback
¶ Bases:
kivy.graphics.instructions.Instruction
New in version 1.0.4.
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:
1 2 3 4
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:
1 2 3 4
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
¶ Bases:
kivy.graphics.instructions.CanvasBase
The important Canvas class. Use this class to add graphics or context 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:1 2 3
with self.canvas: Color(1., 1., 0) Rectangle(size=(50, 50))
-
add
()¶ Add a new
Instruction
to our list.
-
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.
-
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
()¶ Remove an existing
Instruction
from our list.
-
-
class
kivy.graphics.
CanvasBase
¶ Bases:
kivy.graphics.instructions.InstructionGroup
CanvasBase provides the context manager methods for the
Canvas
.
-
class
kivy.graphics.
Color
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Instruction to set the color state for any vertices being 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 hasrgba=(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:
1 2 3 4 5 6 7 8 9 10 11 12 13
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
¶ Bases:
kivy.graphics.instructions.Instruction
The ContextInstruction class is the base for the creation of instructions 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
¶ Bases:
kivy.graphics.vertex_instructions.Rectangle
A 2D ellipse.
Changed in version 1.0.7: Added angle_start and angle_end.
Parameters: - segments: int, defaults to 180
Define how many segments are needed for drawing the ellipse. The drawing will be smoother if you have many segments.
- angle_start: int, defaults to 0
Specifies the starting angle, in degrees, of the disk portion.
- angle_end: int, defaults to 360
Specifies the ending angle, in degrees, of the disk portion.
-
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.
-
class
kivy.graphics.
Fbo
¶ Bases:
kivy.graphics.instructions.RenderContext
Fbo class for wrapping the OpenGL Framebuffer extension. The Fbo support “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
andwith_depthbuffer
is not supported in kivy 1.9.0-
add_reload_observer
()¶ 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:
1 2 3 4 5 6 7
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:
1 2 3
fbo.bind() fbo.clear_buffer() fbo.release()
-
clear_color
¶ Clear color in (red, green, blue, alpha) format.
-
get_pixel_color
()¶ 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
()¶ 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
¶ Bases:
kivy.event.ObjectWithUid
Represents the smallest instruction available. This class is for internal usage only, don’t use it directly.
-
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
¶ Bases:
kivy.graphics.instructions.Instruction
Group of
Instructions
. Allows for the adding and removing of graphics instructions. It can be used directly as follows:1 2 3 4 5 6 7 8 9 10
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
()¶ Add a new
Instruction
to our list.
-
clear
()¶ Remove all the
Instructions
.
-
get_group
()¶ Return an iterable for all the
Instructions
with a specific group name.
-
insert
()¶ Insert a new
Instruction
into our list at index.
-
remove
()¶ Remove an existing
Instruction
from our list.
-
remove_group
()¶ Remove all
Instructions
with a specific group name.
-
-
class
kivy.graphics.
Line
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d line.
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:
- If the
width
is 1.0, then the standard GL_LINE drawing from OpenGL will be used.dash_length
anddash_offset
will work, while properties for cap and joint have no meaning here. - If the
width
is greater than 1.0, then a custom drawing method, based on triangulation, will be used.dash_length
anddash_offset
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.
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.
- 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 Seecap_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. Seecircle
for more information.- ellipse: list
If set, the
points
will be set to build an ellipse. Seeellipse
for more information.- rectangle: list
If set, the
points
will be set to build a rectangle. Seerectangle
for more information.- bezier: list
If set, the
points
will be set to build a bezier line. Seebezier
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.
-
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
. You can only set this property, not get it.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:
1 2 3 4 5 6 7 8
# 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.
-
close
¶ If True, the line will be closed.
New in version 1.4.1.
-
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.
-
ellipse
¶ Use this property to build an ellipse, without calculating the
points
. You can only set this property, not get it.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.
Note that it’s up to you to
close
the ellipse or not.For example, for building a simple ellipse, in python:
1 2 3 4 5 6 7 8
# 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.
-
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
. You can only set this property, not get it.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.
-
rounded_rectangle
¶ Use this property to build a rectangle, without calculating the
points
. You can only set this property, not get it.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 is the number of pixels between two borders and the center of the circle arc joining them
- resolution is the number of line segment that will be used to draw the circle arc at each corner (defaults to 30)
The line is automatically closed.
Usage:
Line(rounded_rectangle=(0, 0, 200, 200, 10, 20, 30, 40, 100))
New in version 1.9.0.
-
width
¶ Determine the width of the line, defaults to 1.0.
New in version 1.4.1.
- If the
-
class
kivy.graphics.
SmoothLine
¶ Bases:
kivy.graphics.vertex_instructions.Line
Experimental line using over-draw methods to get better anti-aliasing results. It has few drawbacks:
- drawing a line with alpha will probably not have the intended result if the line crosses itself.
cap
,joint
anddash
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.
-
class
kivy.graphics.
MatrixInstruction
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Base class for Matrix Instruction on the canvas.
-
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
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d mesh.
In OpenGL ES 2.0 and in our graphics implementation, you cannot have more than 65535 indices.
A list of vertices is described as:
1 2 3
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
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A list of 2d points. Each point is represented as a square with a 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
()¶ 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 newpoints
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
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Pop the matrix from the context’s matrix stack onto the model view.
-
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.
PushMatrix
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Push the matrix onto the context’s matrix stack.
-
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.
Quad
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d quad.
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
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d rectangle.
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
¶ Bases:
kivy.graphics.instructions.Canvas
The render context stores all the necessary information for drawing, i.e.:
- 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
¶ Bases:
kivy.graphics.context_instructions.Transform
Rotate the coordinate space by applying a rotation transformation 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).
-
-
class
kivy.graphics.
Scale
¶ Bases:
kivy.graphics.context_instructions.Transform
Instruction to create a non uniform scale transformation.
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.
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.
StencilUse
¶ Bases:
kivy.graphics.instructions.Instruction
Use current stencil buffer as a mask. Check the module documentation for 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.
StencilUnUse
¶ Bases:
kivy.graphics.instructions.Instruction
Use current stencil buffer to unset the mask.
-
class
kivy.graphics.
Translate
¶ Bases:
kivy.graphics.context_instructions.Transform
Instruction to create a translation of the model view coordinate space.
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
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d triangle.
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.
VertexInstruction
¶ Bases:
kivy.graphics.instructions.Instruction
The VertexInstruction class is the base for all graphics instructions 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:
1 2 3 4 5
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.
-
-
class
kivy.graphics.
ClearColor
¶ Bases:
kivy.graphics.instructions.Instruction
ClearColor Graphics 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.
ClearBuffers
¶ Bases:
kivy.graphics.instructions.Instruction
Clearbuffer Graphics 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.
PushState
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Instruction that pushes arbitrary states/uniforms onto the context state stack.
New in version 1.6.0.
-
class
kivy.graphics.
ChangeState
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Instruction that changes the values of arbitrary states/uniforms on the current render context.
New in version 1.6.0.
-
class
kivy.graphics.
PopState
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Instruction that pops arbitrary states/uniforms off the context state stack.
New in version 1.6.0.
-
class
kivy.graphics.
ApplyContextMatrix
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Pre-multiply the matrix at the top of the stack specified by 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.
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.
LoadIdentity
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Load the identity Matrix into the matrix stack specified by 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’.
-
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.
Instruction
¶ Bases:
kivy.event.ObjectWithUid
Represents the smallest instruction available. This class is for internal usage only, don’t use it directly.
-
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
¶ Bases:
kivy.graphics.instructions.Instruction
Group of
Instructions
. Allows for the adding and removing of graphics instructions. It can be used directly as follows:1 2 3 4 5 6 7 8 9 10
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
()¶ Add a new
Instruction
to our list.
-
clear
()¶ Remove all the
Instructions
.
-
get_group
()¶ Return an iterable for all the
Instructions
with a specific group name.
-
insert
()¶ Insert a new
Instruction
into our list at index.
-
remove
()¶ Remove an existing
Instruction
from our list.
-
remove_group
()¶ Remove all
Instructions
with a specific group name.
-
-
class
kivy.graphics.instructions.
ContextInstruction
¶ Bases:
kivy.graphics.instructions.Instruction
The ContextInstruction class is the base for the creation of instructions 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.
VertexInstruction
¶ Bases:
kivy.graphics.instructions.Instruction
The VertexInstruction class is the base for all graphics instructions 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:
1 2 3 4 5
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.
-
-
class
kivy.graphics.instructions.
Canvas
¶ Bases:
kivy.graphics.instructions.CanvasBase
The important Canvas class. Use this class to add graphics or context 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:1 2 3
with self.canvas: Color(1., 1., 0) Rectangle(size=(50, 50))
-
add
()¶ Add a new
Instruction
to our list.
-
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.
-
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
()¶ Remove an existing
Instruction
from our list.
-
-
class
kivy.graphics.instructions.
CanvasBase
¶ Bases:
kivy.graphics.instructions.InstructionGroup
CanvasBase provides the context manager methods for the
Canvas
.
-
class
kivy.graphics.instructions.
RenderContext
¶ Bases:
kivy.graphics.instructions.Canvas
The render context stores all the necessary information for drawing, i.e.:
- 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.
Callback
¶ Bases:
kivy.graphics.instructions.Instruction
New in version 1.0.4.
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:
1 2 3 4
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:
1 2 3 4
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.
-
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 whenUSE_OPENGL_MOCK=0
. Requires gl be installed.glew
– Available on Windows (the default backend). Unavailable whenUSE_OPENGL_MOCK=0
. Requires glew be installed.sdl2
– Available on Windows/unix (the default when gl/glew is disabled). Unavailable whenUSE_SDL2=0
. Requireskivy.deps.sdl2
be installed.angle_sdl2
– Available on Windows with Python 3.5+. Unavailable whenUSE_SDL2=0
. Requireskivy.deps.sdl2
andkivy.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 when1
.KIVY_GRAPHICS
– Forces OpenGL ES2 when it isgles
. OpenGL ES2 is always used on the android, ios, rpi, and mali OSs.
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.
Color
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Instruction to set the color state for any vertices being 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 hasrgba=(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:
1 2 3 4 5 6 7 8 9 10 11 12 13
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.
BindTexture
¶ Bases:
kivy.graphics.instructions.ContextInstruction
BindTexture Graphic instruction. 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.
PushMatrix
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Push the matrix onto the context’s matrix stack.
-
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
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Pop the matrix from the context’s matrix stack onto the model view.
-
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
¶ Bases:
kivy.graphics.context_instructions.Transform
Rotate the coordinate space by applying a rotation transformation 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).
-
-
class
kivy.graphics.context_instructions.
Scale
¶ Bases:
kivy.graphics.context_instructions.Transform
Instruction to create a non uniform scale transformation.
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
¶ Bases:
kivy.graphics.context_instructions.Transform
Instruction to create a translation of the model view coordinate space.
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.context_instructions.
MatrixInstruction
¶ Bases:
kivy.graphics.instructions.ContextInstruction
Base class for Matrix Instruction on the canvas.
-
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.
-
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
The Context class manages groups of graphics instructions. It can also be used to manage observer callbacks. See
add_reload_observer()
andremove_reload_observer()
for more information.-
add_reload_observer
()¶ (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.
-
remove_reload_observer
()¶ (internal) Remove a callback from the observer list previously added by
add_reload_observer()
.
-
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 | 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:
1 2 3 4 5 6 7 8 9 10 11 12 | 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
¶ Bases:
kivy.graphics.instructions.RenderContext
Fbo class for wrapping the OpenGL Framebuffer extension. The Fbo support “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
andwith_depthbuffer
is not supported in kivy 1.9.0-
add_reload_observer
()¶ 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:
1 2 3 4 5 6 7
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:
1 2 3
fbo.bind() fbo.clear_buffer() fbo.release()
-
clear_color
¶ Clear color in (red, green, blue, alpha) format.
-
get_pixel_color
()¶ 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
()¶ 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:
1 2 3 4 | self.fbo = Fbo(size=self.size)
with self.fbo:
ClearColor(0, 0, 0, 0)
ClearBuffers()
|
-
class
kivy.graphics.gl_instructions.
ClearColor
¶ Bases:
kivy.graphics.instructions.Instruction
ClearColor Graphics 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.gl_instructions.
ClearBuffers
¶ Bases:
kivy.graphics.instructions.Instruction
Clearbuffer Graphics 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.
-
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:
1 2 3 4 5 6 | 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:
1 2 3 4 5 6 7 8 9 | 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:
1 2 3 4 5 | 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
()¶
-
kivy.graphics.opengl.
glAttachShader
()¶
-
kivy.graphics.opengl.
glBindAttribLocation
()¶
-
kivy.graphics.opengl.
glBindBuffer
()¶
-
kivy.graphics.opengl.
glBindFramebuffer
()¶
-
kivy.graphics.opengl.
glBindRenderbuffer
()¶
-
kivy.graphics.opengl.
glBindTexture
()¶
-
kivy.graphics.opengl.
glBlendColor
()¶
-
kivy.graphics.opengl.
glBlendEquation
()¶
-
kivy.graphics.opengl.
glBlendEquationSeparate
()¶
-
kivy.graphics.opengl.
glBlendFunc
()¶
-
kivy.graphics.opengl.
glBlendFuncSeparate
()¶
-
kivy.graphics.opengl.
glBufferData
()¶
-
kivy.graphics.opengl.
glBufferSubData
()¶
-
kivy.graphics.opengl.
glCheckFramebufferStatus
()¶
-
kivy.graphics.opengl.
glClear
()¶
-
kivy.graphics.opengl.
glClearColor
()¶
-
kivy.graphics.opengl.
glClearStencil
()¶
-
kivy.graphics.opengl.
glColorMask
()¶
-
kivy.graphics.opengl.
glCompileShader
()¶
-
kivy.graphics.opengl.
glCompressedTexImage2D
()¶
-
kivy.graphics.opengl.
glCompressedTexSubImage2D
()¶
-
kivy.graphics.opengl.
glCopyTexImage2D
()¶
-
kivy.graphics.opengl.
glCopyTexSubImage2D
()¶
-
kivy.graphics.opengl.
glCreateProgram
()¶
-
kivy.graphics.opengl.
glCreateShader
()¶
-
kivy.graphics.opengl.
glCullFace
()¶
-
kivy.graphics.opengl.
glDeleteBuffers
()¶
-
kivy.graphics.opengl.
glDeleteFramebuffers
()¶
-
kivy.graphics.opengl.
glDeleteProgram
()¶
-
kivy.graphics.opengl.
glDeleteRenderbuffers
()¶
-
kivy.graphics.opengl.
glDeleteShader
()¶
-
kivy.graphics.opengl.
glDeleteTextures
()¶
-
kivy.graphics.opengl.
glDepthFunc
()¶
-
kivy.graphics.opengl.
glDepthMask
()¶
-
kivy.graphics.opengl.
glDetachShader
()¶
-
kivy.graphics.opengl.
glDisable
()¶
-
kivy.graphics.opengl.
glDisableVertexAttribArray
()¶
-
kivy.graphics.opengl.
glDrawArrays
()¶
-
kivy.graphics.opengl.
glDrawElements
()¶
-
kivy.graphics.opengl.
glEnable
()¶
-
kivy.graphics.opengl.
glEnableVertexAttribArray
()¶
-
kivy.graphics.opengl.
glFinish
()¶
-
kivy.graphics.opengl.
glFlush
()¶
-
kivy.graphics.opengl.
glFramebufferRenderbuffer
()¶
-
kivy.graphics.opengl.
glFramebufferTexture2D
()¶
-
kivy.graphics.opengl.
glFrontFace
()¶
-
kivy.graphics.opengl.
glGenBuffers
()¶ See: glGenBuffers() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGenFramebuffers
()¶ See: glGenFramebuffers() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGenRenderbuffers
()¶ See: glGenRenderbuffers() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGenTextures
()¶ See: glGenTextures() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGenerateMipmap
()¶
-
kivy.graphics.opengl.
glGetActiveAttrib
()¶ See: glGetActiveAttrib() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetActiveUniform
()¶ See: glGetActiveUniform() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetAttachedShaders
()¶ See: glGetAttachedShaders() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetAttribLocation
()¶ See: glGetAttribLocation() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetBooleanv
()¶ See: glGetBooleanv() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetBufferParameteriv
()¶ 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
()¶ See: glGetFloatv() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetFramebufferAttachmentParameteriv
()¶ See: glGetFramebufferAttachmentParameteriv() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetIntegerv
()¶ See: glGetIntegerv() on Kronos website
Unlike the C specification, the value(s) will be the result of the call
-
kivy.graphics.opengl.
glGetProgramInfoLog
()¶ See: glGetProgramInfoLog() on Kronos website
Unlike the C specification, the source code will be returned as a string.
-
kivy.graphics.opengl.
glGetProgramiv
()¶ See: glGetProgramiv() on Kronos website
Unlike the C specification, the value(s) will be the result of the call
-
kivy.graphics.opengl.
glGetRenderbufferParameteriv
()¶ See: glGetRenderbufferParameteriv() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetShaderInfoLog
()¶ See: glGetShaderInfoLog() on Kronos website
Unlike the C specification, the source code will be returned as a string.
-
kivy.graphics.opengl.
glGetShaderPrecisionFormat
()¶ See: glGetShaderPrecisionFormat() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glGetShaderSource
()¶ See: glGetShaderSource() on Kronos website
Unlike the C specification, the source code will be returned as a string.
-
kivy.graphics.opengl.
glGetShaderiv
()¶ See: glGetShaderiv() on Kronos website
Unlike the C specification, the value will be the result of call.
-
kivy.graphics.opengl.
glGetString
()¶ See: glGetString() on Kronos website
Unlike the C specification, the value will be returned as a string.
-
kivy.graphics.opengl.
glGetTexParameterfv
()¶
-
kivy.graphics.opengl.
glGetTexParameteriv
()¶
-
kivy.graphics.opengl.
glGetUniformLocation
()¶
-
kivy.graphics.opengl.
glGetUniformfv
()¶
-
kivy.graphics.opengl.
glGetUniformiv
()¶
-
kivy.graphics.opengl.
glGetVertexAttribPointerv
()¶ See: glGetVertexAttribPointerv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glGetVertexAttribfv
()¶
-
kivy.graphics.opengl.
glGetVertexAttribiv
()¶
-
kivy.graphics.opengl.
glHint
()¶
-
kivy.graphics.opengl.
glIsBuffer
()¶
-
kivy.graphics.opengl.
glIsEnabled
()¶
-
kivy.graphics.opengl.
glIsFramebuffer
()¶
-
kivy.graphics.opengl.
glIsProgram
()¶
-
kivy.graphics.opengl.
glIsRenderbuffer
()¶
-
kivy.graphics.opengl.
glIsShader
()¶
-
kivy.graphics.opengl.
glIsTexture
()¶
-
kivy.graphics.opengl.
glLineWidth
()¶
-
kivy.graphics.opengl.
glLinkProgram
()¶
-
kivy.graphics.opengl.
glPixelStorei
()¶
-
kivy.graphics.opengl.
glPolygonOffset
()¶
-
kivy.graphics.opengl.
glReadPixels
()¶ 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
()¶
-
kivy.graphics.opengl.
glSampleCoverage
()¶
-
kivy.graphics.opengl.
glScissor
()¶
-
kivy.graphics.opengl.
glShaderBinary
()¶ See: glShaderBinary() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glShaderSource
()¶
-
kivy.graphics.opengl.
glStencilFunc
()¶
-
kivy.graphics.opengl.
glStencilFuncSeparate
()¶
-
kivy.graphics.opengl.
glStencilMask
()¶
-
kivy.graphics.opengl.
glStencilMaskSeparate
()¶
-
kivy.graphics.opengl.
glStencilOp
()¶
-
kivy.graphics.opengl.
glStencilOpSeparate
()¶
-
kivy.graphics.opengl.
glTexImage2D
()¶
-
kivy.graphics.opengl.
glTexParameterf
()¶
-
kivy.graphics.opengl.
glTexParameterfv
()¶ See: glTexParameterfv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glTexParameteri
()¶
-
kivy.graphics.opengl.
glTexParameteriv
()¶ See: glTexParameteriv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glTexSubImage2D
()¶
-
kivy.graphics.opengl.
glUniform1f
()¶
-
kivy.graphics.opengl.
glUniform1fv
()¶ See: glUniform1fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniform1i
()¶
-
kivy.graphics.opengl.
glUniform1iv
()¶ See: glUniform1iv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniform2f
()¶
-
kivy.graphics.opengl.
glUniform2fv
()¶ See: glUniform2fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniform2i
()¶
-
kivy.graphics.opengl.
glUniform2iv
()¶ See: glUniform2iv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniform3f
()¶
-
kivy.graphics.opengl.
glUniform3fv
()¶ See: glUniform3fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniform3i
()¶
-
kivy.graphics.opengl.
glUniform3iv
()¶ See: glUniform3iv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniform4f
()¶ See: glUniform4f() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniform4fv
()¶ See: glUniform4fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniform4i
()¶
-
kivy.graphics.opengl.
glUniform4iv
()¶ See: glUniform4iv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniformMatrix2fv
()¶ See: glUniformMatrix2fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniformMatrix3fv
()¶ See: glUniformMatrix3fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glUniformMatrix4fv
()¶
-
kivy.graphics.opengl.
glUseProgram
()¶
-
kivy.graphics.opengl.
glValidateProgram
()¶
-
kivy.graphics.opengl.
glVertexAttrib1f
()¶
-
kivy.graphics.opengl.
glVertexAttrib1fv
()¶ See: glVertexAttrib1fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glVertexAttrib2f
()¶
-
kivy.graphics.opengl.
glVertexAttrib2fv
()¶ See: glVertexAttrib2fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glVertexAttrib3f
()¶
-
kivy.graphics.opengl.
glVertexAttrib3fv
()¶ See: glVertexAttrib3fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glVertexAttrib4f
()¶
-
kivy.graphics.opengl.
glVertexAttrib4fv
()¶ See: glVertexAttrib4fv() on Kronos website
Warning
Not implemented yet.
-
kivy.graphics.opengl.
glVertexAttribPointer
()¶
-
kivy.graphics.opengl.
glViewport
()¶
OpenGL utilities¶
New in version 1.0.7.
-
kivy.graphics.opengl_utils.
gl_get_extensions
()¶ 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.
1 2 3
>>> print(gl_get_extensions()) ['arb_blend_func_extended', 'arb_color_buffer_float', 'arb_compatibility', 'arb_copy_buffer'... ]
-
kivy.graphics.opengl_utils.
gl_has_extension
()¶ Check if an OpenGL extension is available. If the name starts with GL_, it will be stripped for the test and converted to lowercase.
1 2 3 4
>>> gl_has_extension('NV_get_tex_image') False >>> gl_has_extension('OES_texture_npot') True
-
kivy.graphics.opengl_utils.
gl_has_capability
()¶ 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_register_get_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).
1 2 3 4
>>> 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
-
kivy.graphics.opengl_utils.
gl_has_texture_format
()¶ 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_conversion
()¶ Return 1 if the texture can be converted to a native format.
-
kivy.graphics.opengl_utils.
gl_has_texture_native_format
()¶ Return 1 if the texture format is handled natively.
1 2 3 4 5 6 7 8
>>> 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_get_texture_formats
()¶ 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
()¶ Return the (major, minor) OpenGL version, parsed from the GL_VERSION.
New in version 1.2.0.
-
kivy.graphics.opengl_utils.
gl_get_version_minor
()¶ Return the minor component of the OpenGL version.
New in version 1.2.0.
-
kivy.graphics.opengl_utils.
gl_get_version_major
()¶ Return the major component of the OpenGL version.
New in version 1.2.0.
Scissor Instructions¶
New in version 1.9.1.
Scissor instructions clip your drawing area into a rectangular region.
ScissorPush
: Begins clipping, sets the bounds of the clip spaceScissorPop
: Ends clipping
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 ontop 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
¶ Bases:
builtins.object
Rect class used internally by ScissorStack and ScissorPush to determine correct clipping area.
-
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
¶ Bases:
kivy.graphics.instructions.Instruction
Push the scissor stack. Provide kwargs of ‘x’, ‘y’, ‘width’, ‘height’ 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.
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:
1 2 3 4 5 6 7 8 9 10 11 12 | #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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 | #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.
1 2 3 4 5 6 7 8 9 10 11 | // 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
¶ Bases:
builtins.object
Create a vertex or fragment shader.
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 | 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.
StencilPush
¶ Bases:
kivy.graphics.instructions.Instruction
Push the stencil stack. See the module documentation for more information.
-
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.
StencilUse
¶ Bases:
kivy.graphics.instructions.Instruction
Use current stencil buffer as a mask. Check the module documentation for 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.stencil_instructions.
StencilUnUse
¶ Bases:
kivy.graphics.instructions.Instruction
Use current stencil buffer to unset the mask.
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:
1 2 3 | 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 informations.
-
class
kivy.graphics.svg.
Svg
¶ Bases:
kivy.graphics.instructions.RenderContext
Svg class. See module for more informations about the usage.
-
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.
-
filename
¶ Filename to load.
The parsing and rendering is done as soon as you set the filename.
-
Tesselator¶
New in version 1.9.0.


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:
1 2 3 4 5 | 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:
1 2 3 | 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
:
1 2 3 4 5 6 | 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 informations about the usage.
-
add_contour
()¶ 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:
1 2 3 4 5 6 7 8
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
()¶ 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
orvertices
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | # 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 = b''.join(map(chr, 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:
1 2 3 4 5 6 7 8 9 10 11 12 13 | 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:
1 2 3 4 5 6 7 8 | # 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:
1 2 3 4 5 6 7 8 9 10 11 12 | 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
¶ Bases:
builtins.object
Handle an OpenGL texture. This class can be used to create simple textures or complex textures based on ImageData.
-
add_reload_observer
()¶ 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
()¶ 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
()¶ 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
()¶ 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
()¶ 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
()¶ 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
()¶ 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
()¶ Remove a callback from the observer list, previously added by
add_reload_observer()
.New in version 1.2.0.
-
save
()¶ 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 readed from bottom / left, it need to be flipped before saving. If you don’t want to flip the image, set flipped to False.
-
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
¶ Bases:
kivy.graphics.texture.Texture
Handle a region of a Texture class. Useful for non power-of-2 texture handling.
-
ask_update
()¶ 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.
-
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.
-
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
Optimized matrix class for OpenGL:
1 2 3 4 5 6 7 8 9 10 11 12
>>> 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
()¶ Reset the matrix to the identity matrix (inplace).
-
inverse
()¶ Return the inverse of the matrix as a new Matrix.
-
look_at
()¶ 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
()¶ 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
()¶ 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
()¶ 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
()¶ 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
()¶ 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
()¶ 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
()¶ Insert custom values into the matrix in a flat list format or 4x4 array format like below:
1 2 3 4 5 6
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 2 3 4
[[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.
-
translate
()¶ 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
()¶ Return the transposed matrix as a new Matrix.
New in version 1.6.0.
-
view_clip
()¶ 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.
Triangle
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d triangle.
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.vertex_instructions.
Quad
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d quad.
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
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d rectangle.
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
¶ Bases:
kivy.graphics.vertex_instructions.Rectangle
A 2D rounded 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.
BorderImage
¶ Bases:
kivy.graphics.vertex_instructions.Rectangle
A 2d border image. The behavior of the border image is similar to the 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 it’s 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
¶ Bases:
kivy.graphics.vertex_instructions.Rectangle
A 2D ellipse.
Changed in version 1.0.7: Added angle_start and angle_end.
Parameters: - segments: int, defaults to 180
Define how many segments are needed for drawing the ellipse. The drawing will be smoother if you have many segments.
- angle_start: int, defaults to 0
Specifies the starting angle, in degrees, of the disk portion.
- angle_end: int, defaults to 360
Specifies the ending angle, in degrees, of the disk portion.
-
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.
-
class
kivy.graphics.vertex_instructions.
Line
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d line.
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:
- If the
width
is 1.0, then the standard GL_LINE drawing from OpenGL will be used.dash_length
anddash_offset
will work, while properties for cap and joint have no meaning here. - If the
width
is greater than 1.0, then a custom drawing method, based on triangulation, will be used.dash_length
anddash_offset
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.
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.
- 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 Seecap_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. Seecircle
for more information.- ellipse: list
If set, the
points
will be set to build an ellipse. Seeellipse
for more information.- rectangle: list
If set, the
points
will be set to build a rectangle. Seerectangle
for more information.- bezier: list
If set, the
points
will be set to build a bezier line. Seebezier
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.
-
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
. You can only set this property, not get it.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:
1 2 3 4 5 6 7 8
# 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.
-
close
¶ If True, the line will be closed.
New in version 1.4.1.
-
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.
-
ellipse
¶ Use this property to build an ellipse, without calculating the
points
. You can only set this property, not get it.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.
Note that it’s up to you to
close
the ellipse or not.For example, for building a simple ellipse, in python:
1 2 3 4 5 6 7 8
# 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.
-
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
. You can only set this property, not get it.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.
-
rounded_rectangle
¶ Use this property to build a rectangle, without calculating the
points
. You can only set this property, not get it.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 is the number of pixels between two borders and the center of the circle arc joining them
- resolution is the number of line segment that will be used to draw the circle arc at each corner (defaults to 30)
The line is automatically closed.
Usage:
Line(rounded_rectangle=(0, 0, 200, 200, 10, 20, 30, 40, 100))
New in version 1.9.0.
-
width
¶ Determine the width of the line, defaults to 1.0.
New in version 1.4.1.
- If the
-
class
kivy.graphics.vertex_instructions.
Point
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A list of 2d points. Each point is represented as a square with a 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
()¶ 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 newpoints
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.
Mesh
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d mesh.
In OpenGL ES 2.0 and in our graphics implementation, you cannot have more than 65535 indices.
A list of vertices is described as:
1 2 3
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.
-
exception
kivy.graphics.vertex_instructions.
GraphicException
¶ Bases:
Exception
Exception raised when a graphics error is fired.
-
class
kivy.graphics.vertex_instructions.
Bezier
¶ Bases:
kivy.graphics.instructions.VertexInstruction
A 2d Bezier curve.
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.
SmoothLine
¶ Bases:
kivy.graphics.vertex_instructions.Line
Experimental line using over-draw methods to get better anti-aliasing results. It has few drawbacks:
- drawing a line with alpha will probably not have the intended result if the line crosses itself.
cap
,joint
anddash
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.
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)[source]¶ Bases:
kivy.input.motionevent.MotionEvent
Abstract class that represents an input event (touch or non-touch).
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
-
device
= None¶ Device used for creating this touch
-
double_tap_time
= None¶ If the touch is a
is_double_tap
, this is the time between the previous tap and the current touch.
-
dpos
¶ Return delta between last position and current position, in the screen coordinate system (self.dx, self.dy)
-
dsx
= None¶ Delta between self.sx and self.psx, in 0-1 range.
-
dsy
= None¶ Delta between self.sy and self.psy, in 0-1 range.
-
dsz
= None¶ Delta between self.sz and self.psz, in 0-1 range.
-
dx
= None¶ Delta between self.x and self.px, in window range
-
dy
= None¶ Delta between self.y and self.py, in window range
-
dz
= None¶ Delta between self.z and self.pz, in window range
-
grab
(class_instance, exclusive=False)[source]¶ Grab this motion event. You can grab a touch if you want to receive subsequent
on_touch_move()
andon_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
-
grab_current
= None¶ Used to determine which widget the touch is being dispatched to. Check the
grab()
function for more information.
-
id
= None¶ Id of the touch, not uniq. This is generally the Id set by the input provider, like ID in TUIO. If you have multiple TUIO source, the same id can be used. Prefer to use
uid
attribute instead.
-
is_double_tap
= None¶ Indicate if the touch is a double tap or not
-
is_mouse_scrolling
¶ Returns True if the touch is a mousewheel scrolling
New in version 1.6.0.
-
is_triple_tap
= None¶ Indicate if the touch is a triple tap or not
New in version 1.7.0.
-
opos
¶ Return the initial position of the touch in the screen coordinate system (self.ox, self.oy)
-
osx
= None¶ Origin X position, in 0-1 range.
-
osy
= None¶ Origin Y position, in 0-1 range.
-
osz
= None¶ Origin Z position, in 0-1 range.
-
ox
= None¶ Origin X position, in window range
-
oy
= None¶ Origin Y position, in window range
-
oz
= None¶ Origin Z position, in window range
-
pos
= None¶ Position (X, Y), in window range
-
ppos
¶ Return the previous position of the touch in the screen coordinate system (self.px, self.py)
-
profile
= None¶ Profiles currently used in the touch
-
psx
= None¶ Previous X position, in 0-1 range.
-
psy
= None¶ Previous Y position, in 0-1 range.
-
psz
= None¶ Previous Z position, in 0-1 range.
-
push_attrs_stack
= None¶ Attributes to push by default, when we use
push()
: x, y, z, dx, dy, dz, ox, oy, oz, px, py, pz.
-
px
= None¶ Previous X position, in window range
-
py
= None¶ Previous Y position, in window range
-
pz
= None¶ 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
-
spos
¶ Return the position in the 0-1 coordinate system (self.sx, self.sy)
-
sx
= None¶ X position, in 0-1 range
-
sy
= None¶ Y position, in 0-1 range
-
sz
= None¶ Z position, in 0-1 range
-
time_end
= None¶ Time of the end event (last touch usage)
-
time_start
= None¶ Initial time of the touch creation
-
time_update
= None¶ Time of the last update
-
triple_tap_time
= None¶ 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.
-
ud
= None¶ User data dictionary. Use this dictionary to save your own data on the touch.
-
uid
= None¶ Uniq ID of the touch. You can safely use this property, it will be never the same accross all existing touches.
-
x
= None¶ X position, in window range
-
y
= None¶ Y position, in window range
-
z
= None¶ Z position, in window range
-
class
kivy.input.
MotionEventProvider
(device, args)[source]¶ Bases:
builtins.object
Base class for a provider.
-
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)
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:
1 2 3 4 | [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:
1 2 3 | [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.
-
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 line like:
devicename = 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
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:
1 2 3
[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:
1 2 3
[postproc] double_tap_time = 250 double_tap_distance = 20
Distance parameter is in the range 0-1000 and time is in milliseconds.
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:
1 2 3
[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:
1 2 3
[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:
1 2 3
[postproc] triple_tap_time = 250 triple_tap_distance = 20
The distance parameter is in the range 0-1000 and time is in milliseconds.
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]¶
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 | [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.
LeapFingerEventProvider
(device, args)[source]¶
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
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. |
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:
1 2 3 4 | [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 minimum
- max_position_x : X maximum
- min_position_y : Y minimum
- max_position_y : Y 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.
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:
1 2 3 | [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
Native support of MultitouchSupport framework for MacBook (MaxOSX platform)¶
-
class
kivy.input.providers.mactouch.
MacMotionEventProvider
(*largs, **kwargs)[source]¶
Native support of Wacom tablet from linuxwacom driver¶
To configure LinuxWacom, add this to your configuration:
1 2 3 | [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
Support for WM_PEN messages (Windows platform)¶
-
class
kivy.input.providers.wm_pen.
WM_Pen
(device, id, args)[source]¶ Bases:
kivy.input.motionevent.MotionEvent
MotionEvent representing the WM_Pen event. Supports the pos profile.
Support for WM_TOUCH messages (Windows platform)¶
-
class
kivy.input.providers.wm_touch.
WM_MotionEvent
(device, id, args)[source]¶ Bases:
kivy.input.motionevent.MotionEvent
MotionEvent representing the WM_MotionEvent event. Supports pos, shape and size profiles.
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:
1 2 3 | [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:
1 2 3 4 5 6 7 8 9 10 11 | 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.
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:
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
# Create a class to handle the new TUIO type/path # Replace NEWPATH with the pathname you want to handle class TuioNEWPATHMotionEvent(MotionEvent): def __init__(self, id, args): super(TuioNEWPATHMotionEvent, self).__init__(id, args) 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(TuioNEWPATHMotionEvent, self).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.
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:
1 2 3 4 | 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:
1 2 3 4 5 6 7 8 9 | 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:
1 2 3 4 5 6 | 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 aNumericProperty
and defaults to 0, read-only.
-
filename
¶ Filename to save the output of the recorder.
filename
is aStringProperty
and defaults to ‘recorder.kvi’.
-
play
¶ Boolean to start/stop the replay of the current file (if it exists).
play
is aBooleanProperty
and defaults to False.
-
record
¶ Boolean to start/stop the recording of input events.
record
is aBooleanProperty
and defaults to False.
-
record_attrs
¶ Attributes to record from the motion event.
record_attrs
is aListProperty
and defaults to [‘is_touch’, ‘sx’, ‘sy’].
-
record_profile_mask
¶ Profile to save in the fake motion event when replayed.
record_profile_mask
is aListProperty
and defaults to [‘pos’].
-
window
¶ Window instance to attach the recorder. If None, it will use the default instance.
window
is aObjectProperty
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.
Note
You never create the MotionEvent
yourself: this is the role of the
providers
.
Motion Event and Touch¶
We differentiate between a Motion Event and Touch event. A Touch event is a
MotionEvent
with the pos profile. Only these events are dispatched
throughout the widget tree.
- The
MotionEvent
‘s are gathered from input providers. - All the
MotionEvent
‘s are dispatched from on_motion()
.
- All the
- If a
MotionEvent
has a pos profile, we dispatch it through on_touch_down()
,on_touch_move()
andon_touch_up()
.
- If a
Listening to a Motion Event¶
If you want to receive all MotionEvents, Touch or not, you can bind the
MotionEvent from the Window
to your own callback:
1 2 3 4 5 | def on_motion(self, etype, motionevent):
# 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:
1 2 3 | 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:
1 2 3 | def on_touch_move(self, touch):
if 'markerid' not in touch.profile:
return
|
-
class
kivy.input.motionevent.
MotionEvent
(device, id, args)[source]¶ Bases:
kivy.input.motionevent.MotionEvent
Abstract class that represents an input event (touch or non-touch).
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
-
device
= None¶ Device used for creating this touch
-
double_tap_time
= None¶ If the touch is a
is_double_tap
, this is the time between the previous tap and the current touch.
-
dpos
¶ Return delta between last position and current position, in the screen coordinate system (self.dx, self.dy)
-
dsx
= None¶ Delta between self.sx and self.psx, in 0-1 range.
-
dsy
= None¶ Delta between self.sy and self.psy, in 0-1 range.
-
dsz
= None¶ Delta between self.sz and self.psz, in 0-1 range.
-
dx
= None¶ Delta between self.x and self.px, in window range
-
dy
= None¶ Delta between self.y and self.py, in window range
-
dz
= None¶ Delta between self.z and self.pz, in window range
-
grab
(class_instance, exclusive=False)[source]¶ Grab this motion event. You can grab a touch if you want to receive subsequent
on_touch_move()
andon_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
-
grab_current
= None¶ Used to determine which widget the touch is being dispatched to. Check the
grab()
function for more information.
-
id
= None¶ Id of the touch, not uniq. This is generally the Id set by the input provider, like ID in TUIO. If you have multiple TUIO source, the same id can be used. Prefer to use
uid
attribute instead.
-
is_double_tap
= None¶ Indicate if the touch is a double tap or not
-
is_mouse_scrolling
¶ Returns True if the touch is a mousewheel scrolling
New in version 1.6.0.
-
is_triple_tap
= None¶ Indicate if the touch is a triple tap or not
New in version 1.7.0.
-
opos
¶ Return the initial position of the touch in the screen coordinate system (self.ox, self.oy)
-
osx
= None¶ Origin X position, in 0-1 range.
-
osy
= None¶ Origin Y position, in 0-1 range.
-
osz
= None¶ Origin Z position, in 0-1 range.
-
ox
= None¶ Origin X position, in window range
-
oy
= None¶ Origin Y position, in window range
-
oz
= None¶ Origin Z position, in window range
-
pos
= None¶ Position (X, Y), in window range
-
ppos
¶ Return the previous position of the touch in the screen coordinate system (self.px, self.py)
-
profile
= None¶ Profiles currently used in the touch
-
psx
= None¶ Previous X position, in 0-1 range.
-
psy
= None¶ Previous Y position, in 0-1 range.
-
psz
= None¶ Previous Z position, in 0-1 range.
-
push_attrs_stack
= None¶ Attributes to push by default, when we use
push()
: x, y, z, dx, dy, dz, ox, oy, oz, px, py, pz.
-
px
= None¶ Previous X position, in window range
-
py
= None¶ Previous Y position, in window range
-
pz
= None¶ 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
-
spos
¶ Return the position in the 0-1 coordinate system (self.sx, self.sy)
-
sx
= None¶ X position, in 0-1 range
-
sy
= None¶ Y position, in 0-1 range
-
sz
= None¶ Z position, in 0-1 range
-
time_end
= None¶ Time of the end event (last touch usage)
-
time_start
= None¶ Initial time of the touch creation
-
time_update
= None¶ Time of the last update
-
triple_tap_time
= None¶ 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.
-
ud
= None¶ User data dictionary. Use this dictionary to save your own data on the touch.
-
uid
= None¶ Uniq ID of the touch. You can safely use this property, it will be never the same accross all existing touches.
-
x
= None¶ X position, in window range
-
y
= None¶ Y position, in window range
-
z
= None¶ 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)
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.
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 fo 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).
- 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")
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 expressons¶
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 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
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 it’s 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 :
- a context to pass for the context (will be ctx inside template).
- 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:
you cannot use references other than “root”:
<MyRule>: Widget: id: mywidget value: 'bleh' Template: ctxkey: mywidget.value # << fail, this references the id # mywidgetnot 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.
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. SeeEventDispatcher
for details.New in version 1.9.0.
-
fbind
()¶ See
EventDispatcher.fbind()
.Note
To keep backward compatibility with derived classes which may have inherited from
Observable
before, thefbind()
method was added. The default implementation offbind()
is to create a partial function that it passes to bind while saving the uid and largs/kwargs. However,funbind()
(andunbind_uid()
) are fairly inefficient since we have to first lookup this partial function using the largs/kwargs or uid and then callunbind()
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 withunbind_uid()
.
-
-
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=set())[source]¶ Search all the rules that match the widget and apply them.
ignored_consts is 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.
-
apply_rules
(widget, rule_name, ignored_consts=set())[source]¶ Search all the rules that match rule_name widget and apply them to widget.
New in version 1.10.0.
ignored_consts is 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.
-
load_file
(filename, **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.
-
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")
-
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.
-
-
exception
kivy.lang.
BuilderException
(context, line, message, cause=None)[source]¶ Bases:
kivy.lang.parser.ParserException
Exception raised when the Builder failed to apply a rule on a widget.
Kv Compiler¶
-
class
kivy.lang.compiler.
KvContext
(reinit_after=False)[source]¶ Bases:
builtins.object
Manages kv rules created under the context.
Parameters: reinit_after – Whether all the rules that are not
KvRule.triggered_only
should be executed again after the bindings are complete when theKvContext
exits. Defaults to False.This is only useful when bind_on_enter in
kv()
is False, because then the rules are executed before the bindings occur, and it may be desirable for the rules to be executed again, once all the bindings occurs.This is particularly useful for circular rules. It is False by default for performance reasons.
Class attributes:
Variables: - rules –
List of
KvRule
Contains all the kv rules created under the context, ignoring rules created under a second context within this context. E.g.:with KvContext() as my_ctx: self.x @= self.y with KvContext() as my_ctx2: self.y @= self.height + 10 with KvRule(name='my_rule'): self.width @= self.height
then my_ctx will contain 2 rules, and my_ctx2 will contain 1 rule. The rules are ordered and numbered in the order they occur in the function.
- named_rules – dictionary with all the rules that are named. Similarly to rules, but contains the rules that have been given names. In the example above, my_ctx.named_rules contains one rule with name/key value “my_rule”.
- bind_store – (internal): Maintains a reference to the list that stores all the bindings created for all the rules in the context.
- rebind_functions – (internal): Maintains a reference to all the callbacks used in all the context’s rules.
-
add_rule
(rule)[source]¶ Adds the rule to the context.
It is called automatically by the compiler and should only be called when manually compiling kv.
-
unbind_all_rules
()[source]¶ Calls
KvRule.unbind_rule()
for all the rules in the context to unbind all the rules.
- rules –
-
class
kivy.lang.compiler.
KvRule
(*binds, delay=None, name=None, triggered_only=False)[source]¶ Bases:
builtins.object
Describes a kv rule.
Parameters: - *binds –
captures all positional arguments and add them to the bind list. E.g.:
with KvRule(): self.x @= self.y
does the same things as:
with KvRule(self.y): self.x = self.y
and you can add as many positional args there as you like, and the rule will bind to all fo them. The args can be actual variable names, e.g. self.y, or as a string, e.g. “self.y” - they will do the same thing.
- delay –
the rule type: can be None (default), “canvas”, or a number. Describes the rule type. * If None, it’s a normal kv rule * If “canvas”, it’s meant to be used with a canvas instruction and
the rule will be scheduled to be executed with other graphics after the frame, rather than every time it is called.- If a number, a Clock trigger event will be created with the given delay and when the rule dispatches, the event will be triggered, rather than be executed immediately.
- name – a optional name for the rule. Defaults to None
Class attributes:
Variables: - largs – The largs provided when the rule is dispatched.
- bind_store – (internal): Maintains a reference to the list that stores all the bindings created for the rule.
- bind_store_leaf_indices – (internal): The list of all the indices in bind_store that store the leaf bindings created for the rule.
- callback – (internal): The callback function that is called by the rule whenever it is dispatched.
- _callback – (internal): If it’s a clock or canvas rule, contains the underlying callback that actually executed the rule. In that case, callback contains the clock trigger or function that schedules the canvas update.
-
unbind_rule
()[source]¶ Unbinds the rule, so that it will not be triggered by any of the properties that the rule is bound to.
If the rule is already scheduled, e.g. with a canvas instruction or clock trigger, it may still execute (this may change in the future to immediately cancel that as well), but it won’t be scheduled again.
- *binds –
-
kivy.lang.compiler.
kv
(kv_syntax='minimal', proxy=False, rebind=True, bind_on_enter=False, captures_are_readonly=True)[source]¶ Decorator factory function that returns a decorator that compiles a kv containing function. Typical usage:
class MyWidget(Widget): @kv() # notice that it MUST be called def apply_kv(self): with KvContext(): self.x @= self.y + 256
Parameters: - kv_syntax –
The binding syntax to support. Default: “minimal” With “minimal”, it’s similar to traditional kv, and binds rules e.g. self.x @= self.widget.y and self.dict[self.name]. When None, it binds to a expanded set of syntax, e.g. (self.widget + self.widget2).width.
The “minimal” syntax is recommended for most situations and None should only be used in exceptional circumstance.
- proxy –
glob pattern(s) describing the widgets that should not hold a direct reference to other widgets for garbage collection purposes. Defaults to False
It is either False - when all widgets should hold direct references, or True - when no widgets should hold direct references, or a glob string describing the widget(s) that should not hold a reference, e.g. “*widget” will match self.widget and self.my_widget. Or it can be a list of glob strings and any that match will not hold a direct reference.
This is to be used when binding widgets that have a very long life, and it’s not desirable that the widget prevent other widgets from being garbage collected. This is mostly encountered when binding to the global App, which never dies.
This is used for widgets that are being bound to, e.g. in the rule self.x @= self.app.my_x, proxy may be set to “*app”, to prevent the self widget from being kept alive by app. But is not needed e.g. when binding to widgets that are not independently kept alive.
Warning
If all binding widgets are using proxies, no one will keep the kv rules alive, and the rules will not be executed once garbage collection runs. You can save a reference to the KvContext, and that will keep that context alive as long as the context is held.
- rebind –
glob pattern(s) describing the intermediate widgets that should be rebound when they change. Defaults to True.
It is either True - when all widgets should rebind, or False - when no widgets should rebind, or a glob string describing the widget(s) that should rebind, e.g. “*widget” will match self.widget and self.my_widget and both widget and my_widget will rebind. Or it can be a list of glob strings and any that match will rebind.
This is used in rule e.g. self.x @= self.widget.x, if self.widget is rebound, then when self.widget changes, the rulee rebind to x belonging to the new widget stored in self.widget.
- bind_on_enter –
Where kv binding should occur for the context. Defaults to False.
For a rule such as:
with KvContext(): ...
binding can occur when the context is entered or exited. When bind_on_enter is True, it occurs upon entrance, when False it occurs upon exit. The default is False. Binding upon entrance is not recommended because it’s unintuitive and doesn’t follow the typical python programmatic flow.
- captures_are_readonly –
Whether any variables that participate in a rule may be changed between rule execution and binding. Defaults to True.
This parameter should not be changed to False except for debugging purposes or if you truly understand the internals of binding.
Returns: The compiled function associated with the original function, or the original function if there was nothing to compile.
Once a function is decorated, calling kv again on it will not recompile the function, unless the source or the compile options changed. This means calling kv()(f) will not re-compile f (and it shouldn’t need to).
- kv_syntax –
-
exception
kivy.lang.compiler.
KvException
[source]¶ Bases:
Exception
Raised when something goes wrong with kv compilation or loading.
NO DOCUMENTATION (module kivy.uix.recycleview)¶
-
class
kivy.lang.compiler.utils.
StringPool
(prefix='var')[source]¶ Bases:
builtins.object
A pool of strings that we can borrow from. Strings can be reused or borrowed permanently. It just keeps incrementing and adding more items to the pool as needed, but reuses first. E.g.
>>> obj1 = object() >>> obj2 = object() >>> pool = StringPool() >>> pool.borrow(obj1, 3) 'var_0' >>> pool.borrow(obj2, 1) 'var_1' >>> pool.borrow_persistent() 'var_2' >>> pool.borrow_persistent() 'var_3' >>> pool.return_back(obj1) 2 >>> pool.return_back(obj1) 1 >>> pool.borrow_persistent() 'var_4' >>> pool.return_back(obj1) 0 >>> pool.borrow_persistent() 'var_0' >>> pool.return_back(obj2) 0 >>> pool.borrow_persistent() 'var_1' >>> pool.borrow_persistent() 'var_5'
-
borrow
(token, count=1)[source]¶ Borrows a item for the token. :param token: The token that is borrowing the item. :param count: The number of times the item will be borrowed. :return: A value from the pool.
-
borrow_persistent
()[source]¶ Borows a items from the pool permanently (will never be returned). :return: The item from the pool.
-
get_available_items
()[source]¶ Returns: The list of items currently available to be borrowed by the pool, that has been borrowed previously (obviously we have an infinite list if we also include items not yet borrowed).
-
return_back
(token)[source]¶ Returns a an item borrowed from the pool by the token. The token must return the items for as many times as it borrowed it. :param token: The token that borrowed an item. :return: The number of times the token still borrowed the item from the
pool, after the current return.
-
kv Compilation¶
-
kivy.lang.compiler.compile.
kv
(kv_syntax='minimal', proxy=False, rebind=True, bind_on_enter=False, captures_are_readonly=True)[source]¶ Decorator factory function that returns a decorator that compiles a kv containing function. Typical usage:
class MyWidget(Widget): @kv() # notice that it MUST be called def apply_kv(self): with KvContext(): self.x @= self.y + 256
Parameters: - kv_syntax –
The binding syntax to support. Default: “minimal” With “minimal”, it’s similar to traditional kv, and binds rules e.g. self.x @= self.widget.y and self.dict[self.name]. When None, it binds to a expanded set of syntax, e.g. (self.widget + self.widget2).width.
The “minimal” syntax is recommended for most situations and None should only be used in exceptional circumstance.
- proxy –
glob pattern(s) describing the widgets that should not hold a direct reference to other widgets for garbage collection purposes. Defaults to False
It is either False - when all widgets should hold direct references, or True - when no widgets should hold direct references, or a glob string describing the widget(s) that should not hold a reference, e.g. “*widget” will match self.widget and self.my_widget. Or it can be a list of glob strings and any that match will not hold a direct reference.
This is to be used when binding widgets that have a very long life, and it’s not desirable that the widget prevent other widgets from being garbage collected. This is mostly encountered when binding to the global App, which never dies.
This is used for widgets that are being bound to, e.g. in the rule self.x @= self.app.my_x, proxy may be set to “*app”, to prevent the self widget from being kept alive by app. But is not needed e.g. when binding to widgets that are not independently kept alive.
Warning
If all binding widgets are using proxies, no one will keep the kv rules alive, and the rules will not be executed once garbage collection runs. You can save a reference to the KvContext, and that will keep that context alive as long as the context is held.
- rebind –
glob pattern(s) describing the intermediate widgets that should be rebound when they change. Defaults to True.
It is either True - when all widgets should rebind, or False - when no widgets should rebind, or a glob string describing the widget(s) that should rebind, e.g. “*widget” will match self.widget and self.my_widget and both widget and my_widget will rebind. Or it can be a list of glob strings and any that match will rebind.
This is used in rule e.g. self.x @= self.widget.x, if self.widget is rebound, then when self.widget changes, the rulee rebind to x belonging to the new widget stored in self.widget.
- bind_on_enter –
Where kv binding should occur for the context. Defaults to False.
For a rule such as:
with KvContext(): ...
binding can occur when the context is entered or exited. When bind_on_enter is True, it occurs upon entrance, when False it occurs upon exit. The default is False. Binding upon entrance is not recommended because it’s unintuitive and doesn’t follow the typical python programmatic flow.
- captures_are_readonly –
Whether any variables that participate in a rule may be changed between rule execution and binding. Defaults to True.
This parameter should not be changed to False except for debugging purposes or if you truly understand the internals of binding.
Returns: The compiled function associated with the original function, or the original function if there was nothing to compile.
Once a function is decorated, calling kv again on it will not recompile the function, unless the source or the compile options changed. This means calling kv()(f) will not re-compile f (and it shouldn’t need to).
- kv_syntax –
-
kivy.lang.compiler.compile.
kv_apply_manual
(ctx, callback, local_vars, global_vars, kv_syntax='minimal', proxy=False, rebind=True)[source]¶ Similar to
kv()
, except that is is called manually to compile bindings. Similalrly tokv()
, the bindings are compiled once, and are only recompiled if any of the compile options or source code file containing the callback is modified.This is meant to be used for debugging purposes, and may change in the future.
Typical usage:
class ManualkvWidget(Widget): def apply_kv(self): ctx = KvParserContext() def manage_val(*largs): self.x = self.y + 512 manage_val() # will bind to `self.y`. rule = KvParserRule('self.y + 512') rule.callback = manage_val rule.callback_name = manage_val.__name__ ctx.add_rule(rule) kv_apply_manual(ctx, self.apply_kv, locals(), globals())
Parameters: - ctx – a KvParserContext used for parsing the rules.
- callback – The callback to call when any of the bindings change.
- local_vars – locals() of the function where the bindings occur.
- global_vars – globals() of the function where the bindings occur.
- kv_syntax – See
kv()
. - proxy – See
kv()
. - rebind – See
kv()
.
Returns: None - it executes the compiled rule in the provided locals(), globals() environment.
Kv Compiler Contexts and Rules¶
Describes the classes that captures a kv binding rule as well as the context that stores the rules.
Typical usage:
class MyWidget(Widget):
kv_ctx = None
def __init__(self, **kwargs):
super(MyWidget, self).__init__(**kwargs)
self.apply_kv()
@kv()
def apply_rule(self):
with KvContext() as self.kv_ctx:
self.width @= self.height + 10
with KvRule(name='my_rule') as rule:
print('callback args is:', rule.largs)
self.x @= self.y + 25
Then:
>>> widget = MyWidget()
>>> widget.height = 43 # sets widget.width to 53
>>> rule = widget.kv_ctx.named_rules['my_rule']
>>> rule.unbind_rule() # unbinds the rule
>>> widget.kv_ctx.unbind_all_rules() # unbinds all the rules
-
class
kivy.lang.compiler.kv_context.
KvRule
(*binds, delay=None, name=None, triggered_only=False)[source]¶ Bases:
builtins.object
Describes a kv rule.
Parameters: - *binds –
captures all positional arguments and add them to the bind list. E.g.:
with KvRule(): self.x @= self.y
does the same things as:
with KvRule(self.y): self.x = self.y
and you can add as many positional args there as you like, and the rule will bind to all fo them. The args can be actual variable names, e.g. self.y, or as a string, e.g. “self.y” - they will do the same thing.
- delay –
the rule type: can be None (default), “canvas”, or a number. Describes the rule type. * If None, it’s a normal kv rule * If “canvas”, it’s meant to be used with a canvas instruction and
the rule will be scheduled to be executed with other graphics after the frame, rather than every time it is called.- If a number, a Clock trigger event will be created with the given delay and when the rule dispatches, the event will be triggered, rather than be executed immediately.
- name – a optional name for the rule. Defaults to None
Class attributes:
Variables: - largs – The largs provided when the rule is dispatched.
- bind_store – (internal): Maintains a reference to the list that stores all the bindings created for the rule.
- bind_store_leaf_indices – (internal): The list of all the indices in bind_store that store the leaf bindings created for the rule.
- callback – (internal): The callback function that is called by the rule whenever it is dispatched.
- _callback – (internal): If it’s a clock or canvas rule, contains the underlying callback that actually executed the rule. In that case, callback contains the clock trigger or function that schedules the canvas update.
-
unbind_rule
()[source]¶ Unbinds the rule, so that it will not be triggered by any of the properties that the rule is bound to.
If the rule is already scheduled, e.g. with a canvas instruction or clock trigger, it may still execute (this may change in the future to immediately cancel that as well), but it won’t be scheduled again.
- *binds –
-
class
kivy.lang.compiler.kv_context.
KvContext
(reinit_after=False)[source]¶ Bases:
builtins.object
Manages kv rules created under the context.
Parameters: reinit_after – Whether all the rules that are not
KvRule.triggered_only
should be executed again after the bindings are complete when theKvContext
exits. Defaults to False.This is only useful when bind_on_enter in
kv()
is False, because then the rules are executed before the bindings occur, and it may be desirable for the rules to be executed again, once all the bindings occurs.This is particularly useful for circular rules. It is False by default for performance reasons.
Class attributes:
Variables: - rules –
List of
KvRule
Contains all the kv rules created under the context, ignoring rules created under a second context within this context. E.g.:with KvContext() as my_ctx: self.x @= self.y with KvContext() as my_ctx2: self.y @= self.height + 10 with KvRule(name='my_rule'): self.width @= self.height
then my_ctx will contain 2 rules, and my_ctx2 will contain 1 rule. The rules are ordered and numbered in the order they occur in the function.
- named_rules – dictionary with all the rules that are named. Similarly to rules, but contains the rules that have been given names. In the example above, my_ctx.named_rules contains one rule with name/key value “my_rule”.
- bind_store – (internal): Maintains a reference to the list that stores all the bindings created for all the rules in the context.
- rebind_functions – (internal): Maintains a reference to all the callbacks used in all the context’s rules.
-
add_rule
(rule)[source]¶ Adds the rule to the context.
It is called automatically by the compiler and should only be called when manually compiling kv.
-
unbind_all_rules
()[source]¶ Calls
KvRule.unbind_rule()
for all the rules in the context to unbind all the rules.
- rules –
-
class
kivy.lang.compiler.kv_context.
KvParserRule
(*binds, delay=None, name=None, triggered_only=False)[source]¶ Bases:
kivy.lang.compiler.kv_context.KvRule
Created by the parser when it encounters a
KvRule
.It is also used when manually compiling kv.
-
class
kivy.lang.compiler.kv_context.
KvParserContext
(reinit_after=False)[source]¶ Bases:
kivy.lang.compiler.kv_context.KvContext
Created by the parser when it encounters a
KvContext
.It is also used when manually compiling kv.
Kv Compiler Runtime Functions¶
Exports functions used by the compiled code at runtime.
-
kivy.lang.compiler.runtime.
clear_kvc_cache
()[source]¶ Clears the cache that stores all the compiled functions that has been imported.
-
kivy.lang.compiler.runtime.
get_kvc_filename
(func, flags='')[source]¶ Returns the kvc file associated with the function. Specifically, it’s the filename where the function’s compiled kv code is stored.
The file may not exist, if it has not been compiled yet.
-
kivy.lang.compiler.runtime.
load_kvc_from_file
(func, target_func_name=None, flags='', compile_flags=())[source]¶ Loads the compiled kv function from the kvc file associated with the function.
This is a internal function, with non-public API.
Parameters: - func – The original function, whose compiled code should be loaded.
- target_func_name – The name of the function as stored in the kvc file. Typically, it’s the function’s name.
- flags – Any arch flags used when saving the kvc file. This is stored in the kvc filename.
- compile_flags – Any compiler flags used when compiling the kvc file. These are stored within the compiled code, not in the filename.
Returns: The compiled function object.
-
kivy.lang.compiler.runtime.
save_kvc_to_file
(func, src_code, flags='', compile_flags=())[source]¶ Saves the compiled source code generated from the function to a kvc file.
This is a internal function, with non-public API.
Parameters: - func – The function object from which the compiled code was generated.
- src_code – The compiled source code as string.
- flags – Any arch flags used when saving the kvc file. This is stored in the kvc filename.
- compile_flags – Any compiler flags used when compiling the kvc file. These are stored within the compiled code, not in the filename.
-
kivy.lang.compiler.runtime.
add_graphics_callback
(item, largs)[source]¶ Add the item to be added to the linked list of canvas instructions to be executed with all the canvas instructions by
process_graphics_callbacks()
. If it’s already scheduled, it is not added again.This is a internal function, with non-public API.
Parameters: - item – The item scheduled.
- largs – The largs of the first time the callback was scheduled. It gets forwarded to the callback when executed.
-
kivy.lang.compiler.runtime.
process_graphics_callbacks
()[source]¶ Process all the canvas callbacks that has been scheduled by
add_graphics_callback()
.This is a internal function, with non-public API.
Kv Compiler Source Code Generation¶
Generates the compiled kv source code.
-
class
kivy.lang.compiler.src_gen.
KvCompiler
(**kwargs)[source]¶ Bases:
builtins.object
The compiler that generates all the source code.
This class is not part of the public API.
-
gen_base_rebind_node_local_variable
(src_code, subgraph, node, temp_pool, nodes_use_count, nodes_original_ref, nodes_temp_var_name, bind_store_name)[source]¶ generates the source for getting the value from the bind store on which the rebind function was bound, and saves it as a local variable to be used by children nodes later in the rebind function.
Should only be called on the nodes of a subgraph and not its terminal nodes. Also, should only be called on a node of the subgraph, if this this is at the root of the rebind function. That means we need to lookup the node’s root value from the bind store.
-
gen_non_bind_node_local_variable
(src_code, node, temp_pool, nodes_use_count, nodes_original_ref, nodes_temp_var_name, indent)[source]¶ Create the local temp variable when rebinding from a node, provided the node is neither a leaf nor a rebindable attribute. E.g. a simple addition operation, or even a attribute, but rebind is False for that attribute.
-
gen_subgraph_and_children_rebind_callback
(src_code, subgraph, bind_store_name)[source]¶ The subgraph is composed of root nodes and leaf nodes and is of course a directed graph because the containing graph is directed.
All the leaf nodes (called terminal nodes here) are attribute nodes. They are either rebind nodes (to which we bind a rebind function, e.g. for self.widget.x, it is the self node with property widget), or are leaf nodes (to which we bind a rule, e.g. self.widget with x property in the example above).
All the root nodes, called simply nodes, are either attribute nodes that are rebind, or are literals or captured global/local/nonlocal variables. This means, that we can compute the value of any of the terminal nodes using just the nodes of the subgraph. We don’t need anything else!
Task: Given a subgraph, find all the nodes in the larger graph that depend (are children) of the terminal nodes in the subgraph. We then bind a single rebind function, that updates all the nodes in the dependency graph of the subgraph, whenever any of the root nodes of the subgraph is changed.
This means we unbind, and then rebind to any new values discovered.
At the end of the rebind callback, we also executed all (once) the rules that contain any of the nodes encountered along the way. This ensures the rule(s) are properly executed when any of the rebind node change.
Algorithm: The overall algorithm is pretty simple, we start with the subgraph added to a queue. Then we (1) remove the first subgraph from the queue (2) add all the subgraphs that depend on (are children of) this subgraph to the queue, (3) use the subgraph if it has not already been used in a previous iteration of the loop.
The exact details of how each subgraph is “used”, is defined in the function.
-
Kv Parser¶
Parses source code contains kv rules and contexts.
-
exception
kivy.lang.compiler.ast_parse.
KvException
[source]¶ Bases:
Exception
Raised when something goes wrong with kv compilation or loading.
-
exception
kivy.lang.compiler.ast_parse.
KvCompilerParserException
[source]¶ Bases:
kivy.lang.compiler.ast_parse.KvException
Raised when something goes wrong with kv parsing.
-
kivy.lang.compiler.ast_parse.
parse_expr_ast
(expr_str)[source]¶ Takes a expression string (i.e. can be represented by ast.Expr type), e.g. “self.x”, and returns the AST node that directly corresponds to that expression (i.e. it’s not wrapped in a Module like ast.parse).
E.g.:
>>> ast.dump(parse_expr_ast('self.x')) "Attribute(value=Name(id='self', ctx=Load()), attr='x', ctx=Load())"
-
class
kivy.lang.compiler.ast_parse.
BindSubGraph
(nodes, terminal_nodes)[source]¶ Bases:
builtins.object
A minimal rebind/leaf constrained subgraph from the bind graph.
-
bind_store_rebind_nodes_indices
= {}¶ The nodes that are in the nodes of the subgraph, and maps to the index in callback_names and bind_store_indices where this subgraph was bound to in the bind store. I.e. the index in bind store, where each node bind a rebind function that is the rebind created for this subgraph.
-
n_rebind_deps
= 0¶ The number of rebind nodes in
nodes
.
-
rebind_callback_name
= None¶ There is one rebind callback for each subtree, provided there are at least one rebind attribute as a node in nodes (i.e. n_rebind_deps is non-zero) in which case there are none.
-
-
class
kivy.lang.compiler.ast_parse.
ASTBindNodeRef
(is_attribute)[source]¶ Bases:
_ast.AST
Created by
ParseKvBindTransformer
as it walks the AST graph to represent an original ast.AST node that we could bind to (e.g. a attribute access of a rebind, or leaf node) or a dependency of such a node (e.g. a local or global or Name etc.).E.g. given self.x + self.y, when visiting its ast nodes, we create corresponding
ASTBindNodeRef
nodes for self, x, and y.Subsequently,
depends
anddepends_on_me
describes a newly constructed ast graph that represents a subgraph of the original ast graph, that contains this node.E.g. self.x + other.x represents two independent subgraphs, one with
ASTBindNodeRef
nodes representing self and self.x, and the other with nodes representing other and other.x.After parsing, the graphs created by these nodes are self contained in the sense they
-
count
= 0¶ The number of unique leaves (
leaf_rule
is not None, not countingleaf_rule
value duplicates) that this node is an ancestor of or 1 if it’s aleaf_rule
. E.g. in self.obj.x + self.obj.y, self.obj has a count of two as does self. y and x both have acount
of one.:atr:`count` is not the same as len(
depends_on_me
). Although for the the rule self.x + self.y.z, the len andcount
will be the same for self (2). For rule self.x[self.x.y].z, there’s only one leaf rule socount
will be one, yetdepends_on_me
will contain two items for the node representing self.x.Similarly, if we have two rules, each saying self.x, then self will have a count of two.
-
depends
= []¶ List of
ASTBindNodeRef
instances that represent ast nodes that are parents of this node. TheASTBindNodeRef.depends_on_me
of such parents must include this node.
-
depends_on_me
= []¶ List of
ASTBindNodeRef
instances that represent ast nodes that are children of this node. TheASTBindNodeRef.depends
of such children must include this node.
-
static
group_by_required_deps_ordered
(nodes)[source]¶ Groups the nodes into groups based on their deps. All nodes with the same deps are grouped together. The order of nodes is preserved as given in nodes such that the first occurrence of nodes with unique deps are ordered in the order they occur in nodes.
-
is_attribute
= False¶ Whether the
ASTBindNodeRef
represents an ast.Attribute node. These are nodes that we potentially bind to either because it’s arebind
node or because it’s aleaf
.
-
leaf_rule
= None¶ If
is_attribute
and it’s a leaf node in the ast expression, e.g. x in self.x or (self.y + self.z).x, thenleaf_rule
is set to the value of rule passed toParseKvBindTransformer.update_graph()
. That indicates that it’s a leaf. Otherwise it is None.The exact value of
leaf_rule
is not important, we just use it to check if it’s None.
-
proxy
= False¶ If the node’s child is an
is_attribute
, then it indicates whether the object represented by this node must not hold a direct reference to the other objects after binding. When True, it will hold a proxy to the objects.E.g. if a rule is bound to self.x.y, then we bind to self.x and potentially to self, depending on the
rebind
value of self.x. Either way, if proxy is True for self and/or self.x, neither will hold a direct ref to any of the binding objects or callbacks. This is to prevent the self and/or self.x objects from keeping the other objects from being garbage collected.proxy
may be set after graph parsing is done and is not used during parsing (ParseKvBindTransformer.update_graph()
) in any way.
-
rebind
= False¶ If the node is an
is_attribute
, and if it’s not aleaf_rule
then it indicates whether this node will be rebound.E.g. if a rule is bound to self.x.y, then we would need to rebind the rule to the x attribute if
rebind
is True. In this case, if x changes, all the nodes that are children of x will be re-evaluated and e.g. the rule will be rebound so then when the y value of the new x changes the rule will be dispatched.rebind
may be set after graph parsing is done and is not used during parsing (ParseKvBindTransformer.update_graph()
) in any way.
-
ref_node
= None¶ The AST node that this instance represents.
-
src
= ''¶ The
generate_source()
generated source representing theref_node
. E.g. for the graph self.x.y + self.z, if theref_node
represents the x Attribute node, thensrc
will be “self.x”.In the bind graph, this is the primary method we use currently to identify node duplicates. I.e.
ParseKvBindTransformer.src_node_map
keeps a mapping fromsrc
to theASTBindNodeRef
instance that represents it for non-leaf_rule
nodes. Then, if we encounter a source fragment we have seen before, we reuse that node and incrementcount
, unless it’s aleaf_rule
, then we don’t re-use but always create a new one (except if we have seen this leaf already in that rule as tracked byParseKvBindTransformer.nodes_under_leaf
).
-
subgraph_for_terminal_node
= None¶ The subgraph the node appears in as a terminal node. It can only be one. Otherwise, either it has shared deps, in which case it would be one subgraph as each contains all the deps of every terminal node. Otherwise, they don’t share deps, which makes no sense.
Also, nodes that are not rebind, will occur only in one subgraph, so this is also set to the subgraph by populate_bind_stores_and_indices_and_callback_names. Nodes that are not rebind and occur in multiple subgraphs, e.g. a number, such nodes never care what subgraph it’s in, because it has no rebind in its parent graph so the subgraph is the last one it occurred in and.
-
subgraphs_to_bind_store_idx_and_name
= {}¶ Maps a subgraph to the index in callback_names and bind_store_indices, indicating the index in these lists that corresponds to the bind for that subgraph.
-
-
class
kivy.lang.compiler.ast_parse.
ASTStrPlaceholder
(*largs, **kwargs)[source]¶ Bases:
_ast.AST
An AST node that represents a list of strings that is added to the source code when generated to source. They are implicitly indented to the indentation level of the node they are contained in.
Useful for dumping strings rather than having to create AST nodes for all the source code manually. E.g.:
>>> node = ASTStrPlaceholder() >>> node.src_lines = ['self.x', 'name = self.y'] >>> generate_source(node) 'self.x
- name = self.y’
>>> # then >>> if_node = ast.parse('if self.z:\n 55') >>> ast.dump(if_node) "Module(body=[If(test=Attribute(value=Name(id='self', ctx=Load()), attr='z', ctx=Load()), body=[Expr(value=Num(n=55))], orelse=[])])" >>> if_node.body[0].body[0].value = node >>> generate_source(if_node) 'if self.z:\n\n self.x\n name = self.y'
-
class
kivy.lang.compiler.ast_parse.
ASTNodeList
(*largs, **kwargs)[source]¶ Bases:
_ast.AST
AST node that represents a list of AST nodes.
E.g.:
>>> node1 = ast.parse('self.x') >>> node2 = ast.parse('self.y') >>> node_list = ASTNodeList() >>> node_list.nodes = [node1, node2] >>> generate_source(node_list) 'self.x\nself.y'
Or:
>>> node1 = ast.parse('if self.x:\n 55') >>> node2 = ast.parse('name = self.y') >>> node_list = ASTNodeList() >>> node_list.nodes = [node1, node2] >>> generate_source(node_list) 'if self.x:\n 55\nname = self.y'
-
nodes
= []¶ List of ast nodes represented by this node.
-
-
class
kivy.lang.compiler.ast_parse.
RefSourceGenerator
(indent_with, add_line_information=False, pretty_string=<function pretty_string>, len=<built-in function len>, isinstance=<built-in function isinstance>, callable=<built-in function callable>)[source]¶ Bases:
astor.code_gen.SourceGenerator
Generates the source code from the custom AST nodes.
Used with
generate_source()
to add custom AST nodes.
-
kivy.lang.compiler.ast_parse.
generate_source
(node)[source]¶ Generates the source code string represented by the node based on astor.to_source.
As opposed to astor.to_source, it understands how to handle our custom AST classes and removes any trailing newlines.
E.g.:
>>> node = ast.parse('self.x + self.y + len("hello")') >>> generate_source(node) "self.x + self.y + len('hello')"
-
class
kivy.lang.compiler.ast_parse.
ParseCheckWhitelisted
(whitelist)[source]¶ Bases:
ast.NodeTransformer
Takes a expression node and checks whether any of the expression nodes that are part of the node’s graph are not in the
whitelist
.For every node encountered, we map the node in
node_has_illegal_parent
to whether the node or any of its parents are not whitelisted.E.g. self.x would map self and self.x to False, while (self.x + self.y).z would map self, self.x, self.y to False and (self.x + self.y) and (self.x + self.y).z to True (assuming only Attribute and Name are whitelisted).
-
check_node_graph
(node)[source]¶ Gets called with a node describing a single expression. Doesn’t accept non-expression nodes, e.g. an assign, Module etc. It then populates
node_has_illegal_parent
.
-
has_illegal_parent
= False¶ Set by node to True if it or any of its parents are not whitelisted.
-
node_has_illegal_parent
= {}¶ Maps each node in
check_node_graph()
node’s graph to whether it is or has a non-whitelisted parent.
-
whitelist
= set()¶ Set of ast class names that are whitelisted. These are strings with the exact class names, e.g. “Attribute”.
-
-
class
kivy.lang.compiler.ast_parse.
ParseKvBindTransformer
(kv_syntax=None)[source]¶ Bases:
ast.NodeTransformer
Transforms and computes all the nodes that should be bound to. It processes all the nodes and create the graphs representing the bind rules.
Algorithm: given ast for e.g. (self.x + self.y).z + 55, the leaves are `z and 55 and the roots are self, 55. For every node we visit, it first processes its parents and then itself. E.g. (self.x + self.y) is processed before (self.x + self.y).z, and self.x, self.y before (self.x + self.y).
The idea is to find the first node starting from leaves and working up the parent graph that are an Attribute, e.g. (self.x + self.y).z. Once we have that, we may need to rebind to all intermediate attribute nodes in its parent graph. E.g. for (self.x + self.y).z, we may need to rebind to self.x and self.y. We create
ASTBindNodeRef
for each node we encounter once we encounter the first Attribute.So e.g. for self.x + self.q, we create 3 ASTBindNodeRef nodes - for self, self.x, and self.q. Their summation does not happen “under” a Attribute access, so it is ignored.
ASTBindNodeRef
instances describe subgraphs within the larger ast graph. As can be seen,ASTBindNodeRef
points to nodes that depend on it (children) and that it depends on (parents)- that defines the subgraph that we may need to rebind to.Nodes that evaluate to the same string, e.g. in self.x + self.x, self.x occurs twice, but in the graph we create, we only create one node for self and one node for self.x. Similarly, for self.x + self.y, only 3 nodes are created.
Examples so far, all created one subgraph - but we can have more than one. E.g. self.x + other.x creates two independent graphs, one for self.x and one for other.x, each composed of two nodes because they share no common nodes. But e.g. (self.x + other.y).z will create one subgraph with 6 nodes, a node for each operation because they all happen under the same Attribute leaf so it describes one graph.
The key thing to remember is that parent nodes are processed before children. This order determines the linear order of the nodes as they get added to
nodes_by_rule
. This means that when a node is encountered in thenodes_by_rule
lists, all their parents are present in the lists at indices previous to that node. In other words, if we walk the lists linearly, we encounter a node only after all its dependencies. This key property is used by the compiler to help reason about the graph order.There are two syntax flavors, “minimal” and the the full syntax. The “minimal” version only rebinds to nodes that are attribute access or slice access. E.g. self.x[self.y].z. The full syntax, allows also e.g. (self.x + other.y).z and would also rebind to the z property of (self.x + other.y). The “minimal” syntax in this case would only rebind to self.x and other.y.
This is used by calling
update_graph()
once for each rule, where we pass the ast nodes for a rule to that function at once. The idea is to create graphs that represent bindings across all the rules, while also tracking which rule a (leaf) node came from. E.g. if we had two rules - self.x + self.y, and self.x.z + 55 + self.y, then we would create one graph: self -> x, self -> y, x -> z that describes the bindings for the rules. Additionally, we would create a leaf from x, y for the first rule, and z, y for the second. You can see more in the visualization module.Currently, all comprehensions and lambda are treated as opaque so we don’t bind to anything within it.
-
current_child_node
= None¶ As we walk the bind graph nodes, for each expression node we create a
ASTBindNodeRef
that references the node and add it tonodes_by_rule
. The node is stored here while we explore its parent tree. Then, all the direct parent’s of this node will point to this node using theirASTBindNodeRef.depend_on_me
and this node’sASTBindNodeRef.depends
will point to the parents.
-
current_rule
= None¶ During the processing of a rule in
update_graph()
, we store here the rule parameter passed toupdate_graph()
. Its value is used to setASTBindNodeRef.leaf_rule
for leaf nodes.
-
generic_visit
(node, is_attribute=False, is_final_attribute=False)[source]¶ Called if no explicit visitor function exists for a node.
-
illegal_parent_check
= None¶ Stores the
ParseCheckWhitelisted
we use to check for whitelisted nodes when not all classes are whitelisted. Otherwise, it’s None.
-
leaf_nodes_in_rule
= set()¶ For each rule, while the rule is processed it keeps track of the leaf nodes in this rule we encountered already. This prevent creating duplicate copies of e.g. self.x + self.x for the same rule. So if we already saw this exact leaf in the rule, we don’t add a node for it again.
-
nodes_by_rule
= []¶ For each rule (each time we call
update_graph()
), we add a new list here that contains all theASTBindNodeRef
that were created for this rule. Existing nodes that are re-used from previous rules are not added.The order is such that if we were to linearly walk across all the lists in order in
nodes_by_rule
, when we a encounter a node, all the parents of the node, up to the roots would have been encountered by the time we reach the node. This means that the node deps are always encountered first. But, unrelated nodes may also be present before reaching the node, even if they are not parents.
-
nodes_under_leaf
= set()¶ For every rule and for every leaf, this stores all the nodes that we encountered while processing the parents of the leaf.
-
src_node_map
= {}¶ For each non leaf
ASTBindNodeRef
node we create (i.e.ASTBindNodeRef.leaf_rule
is None), we map the source code representation of the node (ASTBindNodeRef.src
) to the node. E.g. for self.x.y we create three reference nodes with the corresponding representation, “self”, “self.x”, and “self.x.y”.This helps find duplicates across all rules, e.g. for self.x + self.x, we only create two nodes for “self” and “self.x” the first time we encounter them. The second time, we just re-use the existing node for self and increment its
ASTBindNodeRef.count
. The second time we encounter self.x in this rule, we don’t create a new leaf becauseleaf_nodes_in_rule
tracks the already seen leaf nodes per rule.
-
src_nodes
= []¶ During each rule, it creates the list of
ASTBindNodeRef
instances that were created due to this rule. Re-used nodes from previous rules are not added.
-
update_graph
(nodes, rule)[source]¶ Adds the nodes of the the rule to the existing bind graph.
It creates a new rule list in
nodes_by_rule
and all nodes newly created due to this rule are added to it.
-
whitelist_opts
= {'minimal': {'NameConstant', 'Subscript', 'Name', 'Num', 'Bytes', 'Str', 'Attribute'}}¶ For each syntax flavor, the values is a set of the names of AST node classes that is allowed to be “under” a Attribute. If we encounter a non-whitelisted class and
illegal_parent_check
is not None, the nodes between the Attribute and illegal node would be dropped from the bind graph.
-
-
class
kivy.lang.compiler.ast_parse.
ParseKvFunctionTransformer
(kv_syntax=None, context_classes={}, rule_classes={})[source]¶ Bases:
ast.NodeTransformer
Transforms and parses the kv decorated function and creates all the graphs required for the generation of compiled source code.
Notes:
The most important things is that we cannot allow a kv rule to be conditionally executed because we’d be lying to the user.
E.g. a return statement is forbidden within a kv context.
There’s another problem to avoid, having callbacks use variables that are not available anymore or has changed. Therefore, we capture all the variables, local, nonlocal, and global defined before the rule and provide it to the callback (side note, that improves speed). Therefore, some statements, e.g. a function def contains local variables which is too hard to trace, so we don’t allow it within a rule at all as we cannot figure out which variables need to be captured (yet).
This transformer is not allowed to change nodes (except trivially), except for changing kv rule and ctx from with to plain assignment, and similarly from x @= y or x ^= y to x = y.
-
class
kivy.lang.compiler.ast_parse.
DoNothingAST
[source]¶ Bases:
_ast.AST
An AST node indicating that nothing should generated in the source code.
-
class
kivy.lang.compiler.ast_parse.
ParseExpressionNameLoadTransformer
[source]¶ Bases:
ast.NodeTransformer
AST transformer that finds all the Name nodes in the graph.
-
class
kivy.lang.compiler.ast_parse.
VerifyKvCaptureOnExitTransformer
(first_pass_rules, first_pass_contexts, **kwargs)[source]¶ Bases:
kivy.lang.compiler.ast_parse.ParseKvFunctionTransformer
AST transformer that verifies that captured variables are not modified and are read only, for the case where the bindings occur upon KvContext exit.
-
class
kivy.lang.compiler.ast_parse.
VerifyKvCaptureOnEnterTransformer
(first_pass_rules, first_pass_contexts, **kwargs)[source]¶ Bases:
kivy.lang.compiler.ast_parse.VerifyKvCaptureOnExitTransformer
AST transformer that verifies that captured variables are not modified and are read only, for the case where the bindings occur upon KvContext enter.
-
kivy.lang.compiler.ast_parse.
verify_readonly_nodes
(graph, transformer, bind_on_enter)[source]¶ Runs the appropriate transformer that verifies that captured and read only variables are not modified.
Builder¶
Class used for the registering and application of rules for specific widgets.
-
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. SeeEventDispatcher
for details.New in version 1.9.0.
-
fbind
()¶ See
EventDispatcher.fbind()
.Note
To keep backward compatibility with derived classes which may have inherited from
Observable
before, thefbind()
method was added. The default implementation offbind()
is to create a partial function that it passes to bind while saving the uid and largs/kwargs. However,funbind()
(andunbind_uid()
) are fairly inefficient since we have to first lookup this partial function using the largs/kwargs or uid and then callunbind()
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 withunbind_uid()
.
-
-
kivy.lang.builder.
Builder
= <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=set())[source]¶ Search all the rules that match the widget and apply them.
ignored_consts is 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.
-
apply_rules
(widget, rule_name, ignored_consts=set())[source]¶ Search all the rules that match rule_name widget and apply them to widget.
New in version 1.10.0.
ignored_consts is 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.
-
load_file
(filename, **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.
-
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")
-
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.
-
-
exception
kivy.lang.builder.
BuilderException
(context, line, message, cause=None)[source]¶ Bases:
kivy.lang.parser.ParserException
Exception raised when the Builder failed to apply a rule on a widget.
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.
-
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:
ddsfile
- used for parsing and saving DDS files.osc
- a modified/optimized version of PyOSC for using the Open Sound Control protocol.mtdev
- provides support for the Kernel multi-touch transformation library.
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.
OSC¶
This is an heavy modified version of PyOSC used to access the Open Sound Control protocol. It is used by Kivy internally for TUIO providers, but can also be used by applications to interect with devices or processes using the OSC API.
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.
NO DOCUMENTATION (module kivy.uix.recycleview)¶
-
class
kivy.lib.osc.OSC.
CallbackManager
[source]¶ Bases:
builtins.object
This utility class maps OSC addresses to callables.
The CallbackManager calls its callbacks with a list of decoded OSC arguments, including the address and the typetags as the first two arguments.
-
add
(callback, name)[source]¶ Adds a callback to our set of callbacks, or removes the callback with name if callback is None.
-
-
kivy.lib.osc.OSC.
OSCArgument
(data)[source]¶ Convert some Python types to their OSC binary representations, returning a (typetag, data) tuple.
-
kivy.lib.osc.OSC.
OSCBlob
(next)[source]¶ Convert a string into an OSC Blob, returning a (typetag, data) tuple.
-
class
kivy.lib.osc.OSC.
OSCMessage
[source]¶ Bases:
builtins.object
Builds typetagged OSC messages.
-
kivy.lib.osc.OSC.
parseArgs
(args)[source]¶ Given a list of strings, produces a list where those strings have been parsed (where possible) as floats or integers.
-
kivy.lib.osc.OSC.
readDouble
(data)[source]¶ Tries to interpret the next 8 bytes of the data as a 64-bit double float.
-
kivy.lib.osc.OSC.
readLong
(data)[source]¶ Tries to interpret the next 8 bytes of the data as a 64-bit signed integer.
simpleOSC 0.2¶
ixi software - July, 2006 www.ixi-software.net
simple API for the Open SoundControl for Python (by Daniel Holth, Clinton McChesney –> pyKit.tar.gz file at http://wiretap.stetson.edu) Documentation at http://wiretap.stetson.edu/docs/pyKit/
The main aim of this implementation is to provide with a simple way to deal with the OSC implementation that makes life easier to those who don’t have understanding of sockets or programming. This would not be on your screen without the help of Daniel Holth.
This library is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
Thanks for the support to Buchsenhausen, Innsbruck, Austria.
-
kivy.lib.osc.oscAPI.
appendToBundle
(bundle, oscAddress, dataArray)[source]¶ create OSC message and append it to a given bundle
-
kivy.lib.osc.oscAPI.
bind
(oscid, func, oscaddress)[source]¶ bind given oscaddresses with given functions in address manager
-
kivy.lib.osc.oscAPI.
createBinaryMsg
(oscAddress, dataArray, typehint=None)[source]¶ create and return general type binary OSC msg
-
kivy.lib.osc.oscAPI.
listen
(ipAddr='127.0.0.1', port=9001)[source]¶ Creates a new thread listening to that port defaults to ipAddr=‘127.0.0.1’, port 9001
-
kivy.lib.osc.oscAPI.
readQueue
(thread_id=None)[source]¶ Read queues from all threads, and dispatch message. This must be call in the main thread.
You can pass the thread id to deque message from a specific thread. This id is returned from the listen() function
-
kivy.lib.osc.oscAPI.
sendBundle
(bundle, ipAddr='127.0.0.1', port=9000)[source]¶ convert bundle to a binary and send it
-
kivy.lib.osc.oscAPI.
sendMsg
(oscAddress, dataArray=[], ipAddr='127.0.0.1', port=9000, typehint=None)[source]¶ create and send normal OSC msgs defaults to ‘127.0.0.1’, port 9000
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.
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.
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.
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!
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)
-
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.
-
kivy.modules.console.
stop
(win, ctx)[source]¶ Stop and unload any active Inspectors for the given ctx.
-
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.
- touch:
-
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.
-
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
-
-
class
kivy.modules.console.
ConsoleButton
(**kwargs)[source]¶ Bases:
kivy.uix.button.Button
Button specialized for the Console
-
class
kivy.modules.console.
ConsoleToggleButton
(**kwargs)[source]¶ Bases:
kivy.uix.togglebutton.ToggleButton
ToggleButton specialized for the Console
-
class
kivy.modules.console.
ConsoleLabel
(**kwargs)[source]¶ Bases:
kivy.uix.label.Label
LabelButton specialized for the Console
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.
stop
(win, ctx)[source]¶ Stop and unload any active Inspectors for the given ctx.
-
kivy.modules.inspector.
create_inspector
(win, ctx, *l)[source]¶ Create an Inspector instance attached to the ctx and bound to the Window’s
on_keyboard()
event for capturing the keyboard shortcut.
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.
stop
(win, ctx)[source]¶ Stop and unload any active JoyCursors for the given ctx.
-
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.
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 does’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
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: |
|
---|
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: |
|
---|
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 result['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.
-
class
kivy.network.urlrequest.
UrlRequest
(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)[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.
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.
- 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.
-
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.
-
error
¶ Return the error of the request. This value is not determined until the request is completed.
-
get_connection_for_scheme
(scheme)[source]¶ Return the Connection class for a particular scheme. This is an internal function that can be expanded to support custom schemes.
Actual supported schemes: http, https.
-
is_finished
¶ Return True if the request has finished, whether it’s a success or a failure.
-
req_body
= None¶ Request body passed in __init__
-
req_headers
= None¶ Request headers passed in __init__
-
resp_headers
¶ If the request has been completed, return a dictionary containing the headers of the response. Otherwise, it will return None.
-
resp_status
¶ Return the status code of the response if the request is complete, otherwise return None.
-
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
= None¶ 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.
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:
kivy.storage.dictstore.DictStore
: use a python dict as a storekivy.storage.jsonstore.JsonStore
: use a JSON file as a storekivy.storage.redisstore.RedisStore
: use a Redis database with redis-py
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_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.
- store:
-
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
- store:
-
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.
- store:
-
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
- store:
-
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.
- store:
-
delete
(key)[source]¶ Delete a key from the storage. If the key is not found, a KeyError exception will be thrown.
-
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')))
-
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 informations.
Tools¶
The tools module provides various utility scripts, modules and examples.
Scripts¶
Some useful scripts include:
kviewer.py
: for viewing kv files with automatic updatingbenchmark.py
: provides detailed OpenGL hardware information as well as some benchmarks measuring kivy specific performancereports.py
: provides a comprehensive report covering your systems providers, libraries, configuration, environment, input devices and optionstexturecompress.py
: a command line utility for compressing images into PVRTC or ETC1 formatsgenerate-icons.py
: generates set of icons suitable for the various store and package formatsgles_compat/subset_gles.py
: examines compatibility between GLEXT and GLES2 headers for finding compatible subsets
Other¶
Other miscellaneous resources include
pep8checker
: pep8 checking scripts and git hooktheming
: demonstrates an alternative theme for kivytravis
: 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
Pyinstaller hooks¶
Module that exports pyinstaller related methods and parameters.
Hooks¶
PyInstaller comes with a default hook for kivy that lists the indirectly
imported modules that pyinstaller would not find on its own using
get_deps_all()
. hookspath()
returns the path to an alternate kivy
hook, kivy/tools/packaging/pyinstaller_hooks/kivy-hook.py
that does not
add these dependencies to its list of hidden imports and they have to be
explicitly included instead.
One can overwrite the default hook by providing on the command line the
--additional-hooks-dir=HOOKSPATH
option. Because although the default
hook will still run, the important global variables, e.g.
excludedimports
and hiddenimports
will be overwritten by the
new hook, if set there.
Additionally, one can add a hook to be run after the default hook by
passing e.g. hookspath=[HOOKSPATH]
to the Analysis
class. In both
cases, HOOKSPATH
is the path to a directory containing a file named
hook-kivy.py
that is the pyinstaller hook for kivy to be processed
after the default hook.
Hook generator¶
pyinstaller_hooks
includes a tool to generate a hook which lists
all the provider modules in a list so that one can manually comment out
the providers not to be included. To use, do:
python -m kivy.tools.packaging.pyinstaller_hooks hook filename
filename
is the name and path of the hook file to create. If filename
is not provided the hook is printed to the terminal.
-
kivy.tools.packaging.pyinstaller_hooks.
add_dep_paths
()[source]¶ Should be called by the hook. It adds the paths with the binary dependencies to the system path so that pyinstaller can find the binaries during its crawling stage.
-
kivy.tools.packaging.pyinstaller_hooks.
get_deps_all
()[source]¶ Similar to
get_deps_minimal()
, but this returns all the kivy modules that can indirectly imported. Which includes all the possible kivy providers.This can be used to get a list of all the possible providers which can then manually be included/excluded by commenting out elements in the list instead of passing on all the items. See module description.
Returns: A dict with two keys, hiddenimports
andexcludes
. Their values are a list of the corresponding modules to include/exclude. This can be passed directly to Analysis` with e.g.a = Analysis(['..\kivy\examples\demo\touchtracer\main.py'], ... **get_deps_all())
-
kivy.tools.packaging.pyinstaller_hooks.
get_deps_minimal
(exclude_ignored=True, **kwargs)[source]¶ Returns Kivy hidden modules as well as excluded modules to be used with
Analysis
.The function takes core modules as keyword arguments and their value indicates which of the providers to include/exclude from the compiled app.
The possible keyword names are
audio, camera, clipboard, image, spelling, text, video, and window
. Their values can be:True
: Include current provider- The providers imported when the core module is loaded on this system are added to hidden imports. This is the default if the keyword name is not specified.
None
: Exclude- Don’t return this core module at all.
A string or list of strings
: Providers to include- Each string is the name of a provider for this module to be included.
For example,
get_deps_minimal(video=None, window=True, audio=['gstplayer', 'ffpyplayer'], spelling='enchant')
will exclude all the video providers, will include the gstreamer and ffpyplayer providers for audio, will include the enchant provider for spelling, and will use the current default provider forwindow
.exclude_ignored
, ifTrue
(the default), if the value for a core library isNone
, then ifexclude_ignored
is True, not only will the library not be included in the hiddenimports but it’ll also added to the excluded imports to prevent it being included accidentally by pyinstaller.Returns: A dict with two keys, hiddenimports
andexcludes
. Their values are a list of the corresponding modules to include/exclude. This can be passed directly to Analysis` with e.g.a = Analysis(['..\kivy\examples\demo\touchtracer\main.py'], ... hookspath=hookspath(), runtime_hooks=[], win_no_prefer_redirects=False, win_private_assemblies=False, cipher=block_cipher, **get_deps_minimal(video=None, audio=None))
-
kivy.tools.packaging.pyinstaller_hooks.
get_factory_modules
()[source]¶ Returns a list of all the modules registered in the kivy factory.
-
kivy.tools.packaging.pyinstaller_hooks.
get_hooks
()[source]¶ Returns the dict for the spec
hookspath
andruntime_hooks
values.
-
kivy.tools.packaging.pyinstaller_hooks.
hookspath
()[source]¶ Returns a list with the directory that contains the alternate (not the default included with pyinstaller) pyinstaller hook for kivy,
kivy/tools/packaging/pyinstaller_hooks/kivy-hook.py
. It is typically used withhookspath=hookspath()
in the spec file.The default pyinstaller hook returns all the core providers used using
get_deps_minimal()
to add to its list of hidden imports. This alternate hook only included the essential modules and leaves the core providers to be included additionally withget_deps_minimal()
orget_deps_all()
.
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:
UX widgets: Classical user interface widgets, ready to be assembled to create more complex widgets.
Layouts: A layout widget does no rendering but just acts as a trigger that arranges its children in a specific way. Read more on Layouts here.
Complex UX widgets: Non-atomic widgets that are the result of combining multiple classic widgets. We call them complex because their assembly and usage are not as generic as the classical widgets.
Behaviors widgets: These widgets do no rendering but act on the graphics instructions or interaction (touch) behavior of their children.
Screen manager: Manages screens and transitions when switching from one to another.
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 thebutton 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 aBooleanProperty
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 aObjectProperty
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 fromConfig
.
-
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 anOptionProperty
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 simulates a quick button press without using any touch events.
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.
ToggleButtonBehavior
(**kwargs)[source]¶ Bases:
kivy.uix.behaviors.button.ButtonBehavior
This mixin class provides
togglebutton
behavior. Please see thetogglebutton 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 aBooleanProperty
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 aObjectProperty
and defaults to None.
-
-
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 thedrag 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, theDragBehavior
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 aNumericProperty
and defaults to the scroll_distance as defined in the userConfig
(20 pixels by default).
-
drag_rect_height
¶ Height of the axis aligned bounding rectangle where dragging is allowed.
drag_rect_height
is aNumericProperty
and defaults to 100.
-
drag_rect_width
¶ Width of the axis aligned bounding rectangle where dragging is allowed.
drag_rect_width
is aNumericProperty
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 aNumericProperty
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 aNumericProperty
and defaults to 0.
-
drag_rectangle
¶ Position and size of the axis aligned bounding rectangle where dragging is allowed.
drag_rectangle
is aReferenceListProperty
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 moveddrag_distance
within the timeout, dragging will be disabled, and the touch event will be dispatched to the children.drag_timeout
is aNumericProperty
and defaults to the scroll_timeout as defined in the userConfig
(55 milliseconds by default).
-
-
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 aBooleanProperty
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 throughfocus_next
and are focusable. Iffocus_next
is None, it instead walks the children lists to find the next focusable widget. Finally, iffocus_next
is the StopIteration class, focus won’t move forward, but end here.focus_next
is anObjectProperty
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 throughfocus_previous
and are focusable. Iffocus_previous
is None, it instead walks the children tree to find the previous focusable widget. Finally, iffocus_previous
is the StopIteration class, focus won’t move backward, but end here.focus_previous
is anObjectProperty
and defaults to None.
-
focused
¶ An alias of
focus
.focused
is aBooleanProperty
and defaults to False.
-
get_focus_next
()[source]¶ Returns the next focusable widget using either
focus_next
or thechildren
similar to the order when tabbing forwards with thetab
key.
-
get_focus_previous
()[source]¶ Returns the previous focusable widget using either
focus_previous
or thechildren
similar to the order whentab
+shift
key are triggered together.
-
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.
input_type
is anOptionsProperty
and defaults to ‘text’. Can be one of ‘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 aBooleanProperty
and defaults to True on a desktop (i.e. desktop is True inconfig
), 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
andfocus_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 anAliasProperty
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()
andhide_keyboard()
.keyboard_mode
is anOptionsProperty
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).
-
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 of only one keyboard, are all focus aware widgets), then as the other widgets gains 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 form this widget.
unfocus_on_touch
is aBooleanProperty
and defaults to False if the keyboard_mode inConfig
is ‘multi’ or ‘systemandmulti’, otherwise it defaults to True.
-
-
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.
-
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 aBooleanProperty
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 aBooleanProperty
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 aNumericProperty
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 aNumericProperty
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 aNumericProperty
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 aListProperty
and defaults to the empty list, []. It is read-only and should not be modified.
-
text_entry_timeout
¶ When typing characters in rapid sucession (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 ofgoto_node()
.New in version 1.10.0.
-
touch_deselect_last
¶ Determines whether the last selected node can be deselected when
multiselect
ortouch_multiselect
is False.New in version 1.10.0.
touch_deselect_last
is aBooleanProperty
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 whenmultiselect
is True.Note
multiselect
, when False, will disabletouch_multiselect
.touch_multiselect
is aBooleanProperty
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 aNumericProperty
and defaults to 1.
-
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.
EmacsBehavior
(**kwargs)[source]¶ Bases:
builtins.object
A mixin that enables Emacs-style keyboard shortcuts for the
TextInput
widget. Please see theEmacs behaviors module
documentation for more information.New in version 1.9.1.
-
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 fromEmacsBehavior
. 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 aStringProperty
and defaults to'emacs'
.New in version 1.10.0.
-
-
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 aListProperty
and defaults to [0, 0].
-
cover_size
¶ Size of the aspect ratio aware texture. Gets calculated in
CoverBehavior.calculate_cover
.cover_size
is aListProperty
and defaults to [0, 0].
-
reference_size
¶ Reference size used for aspect ratio approximation calculation.
reference_size
is aListProperty
and defaults to [].
-
-
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()
respectiveripple_fade()
manually.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 aNumericProperty
and defaults to 0.5.
-
ripple_duration_out
¶ Animation duration taken to fade the overlay.
ripple_duration_out
is aNumericProperty
and defaults to 0.2.
-
ripple_fade_from_alpha
¶ Alpha channel for ripple color the animation starts with.
ripple_fade_from_alpha
is aNumericProperty
and defaults to 0.5.
-
ripple_fade_to_alpha
¶ Alpha channel for ripple color the animation targets to.
ripple_fade_to_alpha
is aNumericProperty
and defaults to 0.8.
-
ripple_func_in
¶ Animation callback for showing the overlay.
ripple_func_in
is aStringProperty
and defaults to in_cubic.
-
ripple_func_out
¶ Animation callback for hiding the overlay.
ripple_func_out
is aStringProperty
and defaults to out_quad.
-
ripple_rad_default
¶ Default radius the animation starts from.
ripple_rad_default
is aNumericProperty
and defaults to 10.
-
ripple_scale
¶ Max scale of the animation overlay calculated from max(width/height) of the decorated widget.
ripple_scale
is aNumericProperty
and defaults to 2.0.
-
-
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 aBooleanProperty
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 aObjectProperty
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.
Bases:
builtins.object
This mixin class provides
Button
behavior. Please see thebutton 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).
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 aBooleanProperty
and defaults to False.
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 aObjectProperty
and defaults to None.
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 fromConfig
.
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 anOptionProperty
and defaults to ‘normal’.
Trigger whatever action(s) have been bound to the button by calling both the on_press and on_release callbacks.
This simulates a quick button press without using any touch events.
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.
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):
""" 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)
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, gird, 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.
-
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 aBooleanProperty
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 aBooleanProperty
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 aNumericProperty
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 aNumericProperty
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 aNumericProperty
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 aListProperty
and defaults to the empty list, []. It is read-only and should not be modified.
-
text_entry_timeout
¶ When typing characters in rapid sucession (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 ofgoto_node()
.New in version 1.10.0.
-
touch_deselect_last
¶ Determines whether the last selected node can be deselected when
multiselect
ortouch_multiselect
is False.New in version 1.10.0.
touch_deselect_last
is aBooleanProperty
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 whenmultiselect
is True.Note
multiselect
, when False, will disabletouch_multiselect
.touch_multiselect
is aBooleanProperty
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 aNumericProperty
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 aListProperty
and defaults to [0, 0].
-
cover_size
¶ Size of the aspect ratio aware texture. Gets calculated in
CoverBehavior.calculate_cover
.cover_size
is aListProperty
and defaults to [0, 0].
-
reference_size
¶ Reference size used for aspect ratio approximation calculation.
reference_size
is aListProperty
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 thedrag 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, theDragBehavior
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 aNumericProperty
and defaults to the scroll_distance as defined in the userConfig
(20 pixels by default).
-
drag_rect_height
¶ Height of the axis aligned bounding rectangle where dragging is allowed.
drag_rect_height
is aNumericProperty
and defaults to 100.
-
drag_rect_width
¶ Width of the axis aligned bounding rectangle where dragging is allowed.
drag_rect_width
is aNumericProperty
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 aNumericProperty
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 aNumericProperty
and defaults to 0.
-
drag_rectangle
¶ Position and size of the axis aligned bounding rectangle where dragging is allowed.
drag_rectangle
is aReferenceListProperty
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 moveddrag_distance
within the timeout, dragging will be disabled, and the touch event will be dispatched to the children.drag_timeout
is aNumericProperty
and defaults to the scroll_timeout as defined in the userConfig
(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 theEmacs behaviors module
documentation for more information.New in version 1.9.1.
-
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 fromEmacsBehavior
. 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 aStringProperty
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 aBooleanProperty
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 throughfocus_next
and are focusable. Iffocus_next
is None, it instead walks the children lists to find the next focusable widget. Finally, iffocus_next
is the StopIteration class, focus won’t move forward, but end here.focus_next
is anObjectProperty
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 throughfocus_previous
and are focusable. Iffocus_previous
is None, it instead walks the children tree to find the previous focusable widget. Finally, iffocus_previous
is the StopIteration class, focus won’t move backward, but end here.focus_previous
is anObjectProperty
and defaults to None.
-
focused
¶ An alias of
focus
.focused
is aBooleanProperty
and defaults to False.
-
get_focus_next
()[source]¶ Returns the next focusable widget using either
focus_next
or thechildren
similar to the order when tabbing forwards with thetab
key.
-
get_focus_previous
()[source]¶ Returns the previous focusable widget using either
focus_previous
or thechildren
similar to the order whentab
+shift
key are triggered together.
-
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.
input_type
is anOptionsProperty
and defaults to ‘text’. Can be one of ‘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 aBooleanProperty
and defaults to True on a desktop (i.e. desktop is True inconfig
), 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
andfocus_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 anAliasProperty
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()
andhide_keyboard()
.keyboard_mode
is anOptionsProperty
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).
-
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 of only one keyboard, are all focus aware widgets), then as the other widgets gains 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 form this widget.
unfocus_on_touch
is aBooleanProperty
and defaults to False if the keyboard_mode inConfig
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 KivyObjectProperty
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: -
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 useproxy_ref
when present.Defaults to False.
-
property
(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. Theknspace
namespace stores this widget when naming this widget withknsname
.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, ifknspace_key
is not None, we look for a namespace to use in the object that is stored in the property namedknspace_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 it’s knspace property.
Finally, if we reach a value of None, or
knspace_key
was None, the defaultknspace
namespace is returned.If
knspace
is set to the string ‘fork’, the current namespace inknspace
will be forked withKNSpace.fork()
and the resulting namespace will be assigned to this instance’sknspace
. See the module examples for a motivating example.Both rebind and allownone are True.
-
-
kivy.uix.behaviors.knspace.
knspace
= <kivy.uix.behaviors.knspace.KNSpace object>¶ The default
KNSpace
namespace. SeeKNSpaceBehavior.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()
Bases:
kivy.uix.behaviors.button.ButtonBehavior
This mixin class provides
togglebutton
behavior. Please see thetogglebutton behaviors module
documentation for more information.New in version 1.8.0.
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 aBooleanProperty
and defaults to True
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 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 aObjectProperty
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()
respectiveripple_fade()
manually.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 aNumericProperty
and defaults to 0.5.
-
ripple_duration_out
¶ Animation duration taken to fade the overlay.
ripple_duration_out
is aNumericProperty
and defaults to 0.2.
-
ripple_fade_from_alpha
¶ Alpha channel for ripple color the animation starts with.
ripple_fade_from_alpha
is aNumericProperty
and defaults to 0.5.
-
ripple_fade_to_alpha
¶ Alpha channel for ripple color the animation targets to.
ripple_fade_to_alpha
is aNumericProperty
and defaults to 0.8.
-
ripple_func_in
¶ Animation callback for showing the overlay.
ripple_func_in
is aStringProperty
and defaults to in_cubic.
-
ripple_func_out
¶ Animation callback for hiding the overlay.
ripple_func_out
is aStringProperty
and defaults to out_quad.
-
ripple_rad_default
¶ Default radius the animation starts from.
ripple_rad_default
is aNumericProperty
and defaults to 10.
-
ripple_scale
¶ Max scale of the animation overlay calculated from max(width/height) of the decorated widget.
ripple_scale
is aNumericProperty
and defaults to 2.0.
-
-
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 aBooleanProperty
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 aObjectProperty
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.
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 adaters.
- 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.
- 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.
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 theRecycleDataModelBehavior
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.
-
-
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, *largs)[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)
- widget:
-
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 currentlayout_manager
.
-
remove_widget
(widget, *largs)[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)
- widget:
-
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.
-
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.
RecycleDataModelBehavior
[source]¶ Bases:
builtins.object
RecycleDataModelBehavior
is the base class for the models that describes and provides the data for theRecycleViewBehavior
.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.
-
class
kivy.uix.recycleview.datamodel.
RecycleDataModel
(**kwargs)[source]¶ Bases:
kivy.uix.recycleview.datamodel.RecycleDataModelBehavior
,kivy.event.EventDispatcher
A implementation of
RecycleDataModelBehavior
that keeps the data in a indexable list. Seedata
.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.
-
observable_dict
¶ A dictionary instance, which when modified will trigger a data and consequently an on_data_changed dispatch.
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.
-
class
kivy.uix.recycleview.layout.
LayoutSelectionBehavior
(**kwargs)[source]¶ Bases:
kivy.uix.behaviors.compoundselection.CompoundSelectionBehavior
The
LayoutSelectionBehavior
can be combined withRecycleLayoutManagerBehavior
to allow its derived classes selection behaviors similarly to howCompoundSelectionBehavior
can be used to add selection behaviors to normal layout.RecycleLayoutManagerBehavior
manages its children differently than normal layouts or widgets so this class adaptsCompoundSelectionBehavior
based selection to work withRecycleLayoutManagerBehavior
as well.Similarly to
CompoundSelectionBehavior
, one can select using the keyboard or touch, which callsselect_node()
ordeselect_node()
, or one can call these methods directly. When a item is selected or deselectedapply_selection()
is called. Seeapply_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()
ordeselect_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
, itsapply_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 andTrue
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 aStringProperty
and defaults to None.Note
All data items can be selected directly using
select_node()
ordeselect_node()
, even ifkey_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 aRecycleView
. It adds new views into the data when it becomes visible to the user, and removes them when they leave the visible area.-
get_view_index_at
(pos)[source]¶ Return the view index on which position, pos, falls.
pos is in coordinates of the layout manager.
-
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
[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 inrecycleview
.
-
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 clearsrecycleview
.
-
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 returnsNone
.
-
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 fromRecycleDataViewBehavior
. 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 fromRecycleDataViewBehavior
. 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.
- It can be completely in sync with the data, which
occurs when the view is displayed. These are stored in
-
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.
- rv:
-
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.
- rv:
-
Abstract View¶
New in version 1.5.
Deprecated since version 1.10.0: The feature has been deprecated.
Warning
This code is still experimental, and its API is subject to change in a future version.
The AbstractView
widget has an adapter property
for an adapter that mediates to data. The adapter manages an
item_view_instance dict property that holds views for each data item,
operating as a cache.
-
class
kivy.uix.abstractview.
AbstractView
(**kwargs)[source]¶ Bases:
kivy.uix.floatlayout.FloatLayout
View using an
Adapter
as a data provider.-
adapter
¶ The adapter can be one of several kinds of
adapters
. The most common example is theListAdapter
used for managing data items in a list.
-
Accordion¶
New in version 1.0.8.

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
- BoxLayout
- AccordionItem
- Another user content
- AccordionItem
The current implementation divides the AccordionItem
into two parts:
- One container for the title bar
- 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, *largs)[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)
- widget:
-
anim_duration
¶ Duration of the animation in seconds when a new accordion item is selected.
anim_duration
is aNumericProperty
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 anObjectProperty
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 aNumericProperty
and defaults to 44 (px).
-
orientation
¶ Orientation of the layout.
orientation
is anOptionProperty
and defaults to ‘horizontal’. Can take a value of ‘vertical’ or ‘horizontal’.
-
-
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 anObjectProperty
and defaults to None.
-
add_widget
(widget)[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)
- widget:
-
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/button_pressed’.
-
collapse
¶ Boolean to indicate if the current item is collapsed or not.
collapse
is aBooleanProperty
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 aNumericProperty
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.
-
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.
- touch:
-
orientation
¶ Link to the
Accordion.orientation
property.
-
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)
- widget:
-
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 aStringProperty
and defaults to ‘’.
-
title_args
¶ Default arguments that will be passed to the
kivy.lang.Builder.template()
method.title_args
is aDictProperty
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 aStringProperty
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.

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.
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 aStringProperty
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 aStringProperty
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 aBooleanProperty
and defaults to False.
-
inside_group
¶ (internal) Determines if an ActionItem is displayed inside an ActionGroup or not.
inside_group
is aBooleanProperty
and defaults to False.
-
minimum_width
¶ Minimum Width required by an ActionItem.
minimum_width
is aNumericProperty
and defaults to ’90sp’.
-
mipmap
¶ Defines whether the image/icon dispayed on top of the button uses a mipmap or not.
mipmap
is aBooleanProperty
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 anAliasProperty
.
-
-
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 it’s 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 aStringProperty
and defaults to None.
-
-
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.
ActionCheck
(**kwargs)[source]¶ Bases:
kivy.uix.actionbar.ActionItem
,kivy.uix.checkbox.CheckBox
ActionCheck class, see module documentation for more information.
-
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 aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/separator’.
-
-
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
(item)[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)
- widget:
-
clear_widgets
()[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.
-
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 aNumericProperty
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 aBooleanProperty
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 anOptionProperty
and defaults to ‘normal’.
-
separator_image
¶ Background Image for an ActionSeparator in an ActionView.
separator_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/separator’.
-
separator_width
¶ Width of the ActionSeparator in an ActionView.
separator_width
is aNumericProperty
and defaults to 0.
-
use_separator
¶ Specifies whether to use a separator after/before this group or not.
use_separator
is aBooleanProperty
and defaults to False.
-
-
class
kivy.uix.actionbar.
ActionOverflow
(**kwargs)[source]¶ Bases:
kivy.uix.actionbar.ActionGroup
ActionOverflow class, see module documentation for more information.
-
add_widget
(action_item, index=0)[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)
- widget:
-
overflow_image
¶ Image to be used as an Overflow Image.
overflow_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/overflow’.
-
-
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 anObjectProperty
and defaults to None.
-
add_widget
(action_item, index=0)[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)
- widget:
-
background_color
¶ Background color in the format (r, g, b, a).
background_color
is aListProperty
and defaults to [1, 1, 1, 1].
-
background_image
¶ Background image of an ActionViews default graphical representation.
background_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/action_view’.
-
overflow_group
¶ Widget to be used for the overflow.
overflow_group
is anObjectProperty
and defaults to an instance ofActionOverflow
.
-
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)
- widget:
-
use_separator
¶ Specify whether to use a separator before every ActionGroup or not.
use_separator
is aBooleanProperty
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.
-
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 aStringProperty
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 aNumericProperty
and defaults to 0.
-
app_icon_width
¶ Width of app_icon image.
app_icon_width
is aNumericProperty
and defaults to 0.
-
color
¶ Text color, in the format (r, g, b, a)
color
is aListProperty
and defaults to [1, 1, 1, 1].
-
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 aBooleanProperty
and defaults to False.
-
previous_image
¶ Image for the ‘previous’ ActionButtons default graphical representation.
previous_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/previous_normal’.
-
previous_image_height
¶ Height of previous_image image.
app_icon_width
is aNumericProperty
and defaults to 0.
-
previous_image_width
¶ Width of previous_image image.
width
is aNumericProperty
and defaults to 0.
-
title
¶ Title for ActionView.
title
is aStringProperty
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 aBooleanProperty
and defaults to True.
-
-
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.ActionItem
s are not added to this class directly, but to the containedActionView
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 anObjectProperty
and defaults to None or the last ActionView instance added to the ActionBar.
-
add_widget
(view)[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)
- widget:
-
background_color
¶ Background color, in the format (r, g, b, a).
background_color
is aListProperty
and defaults to [1, 1, 1, 1].
-
background_image
¶ Background image of the ActionBars default graphical representation.
background_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/action_bar’.
-
border
¶ The border to be applied to the
background_image
.border
is aListProperty
and defaults to [2, 2, 2, 2]
Anchor Layout¶

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 anOptionProperty
and defaults to ‘center’. It accepts values of ‘left’, ‘center’ or ‘right’.
-
anchor_y
¶ Vertical anchor.
anchor_y
is anOptionProperty
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 aVariableListProperty
and defaults to [0, 0, 0, 0].
-
Box Layout¶

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.
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, 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)
- widget:
-
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 aNumericProperty
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 aReferenceListProperty
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 aNumericProperty
and defaults to 0. It is read only.
-
orientation
¶ Orientation of the layout.
orientation
is anOptionProperty
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 aVariableListProperty
and defaults to [0, 0, 0, 0].
-
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)
- widget:
-
spacing
¶ Spacing between children, in pixels.
spacing
is aNumericProperty
and defaults to 0.
-
Bubble¶
New in version 1.1.0.

The Bubble widget is a form of menu or a small popup where the menu options are stacked either vertically or horizontally.
The Bubble
contains an arrow pointing in the direction you
choose.
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}
BubbleButton:
text: 'Cut'
BubbleButton:
text: 'Copy'
BubbleButton:
text: 'Paste'
''')
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')
The widgets added to the Bubble are ordered horizontally by default, like a Boxlayout. You can change that by:
orientation = 'vertical'
To add items to the bubble:
bubble = Bubble(orientation = 'vertical')
bubble.add_widget(your_widget_instance)
To remove items:
bubble.remove_widget(widget)
or
bubble.clear_widgets()
To access the list of children, use content.children:
bubble.content.children
Warning
This is important! Do not use bubble.children
To change the appearance of the bubble:
bubble.background_color = (1, 0, 0, .5) #50% translucent red
bubble.border = [0, 0, 0, 0]
background_image = 'path/to/background/image'
arrow_image = 'path/to/arrow/image'
-
class
kivy.uix.bubble.
Bubble
(**kwargs)[source]¶ Bases:
kivy.uix.gridlayout.GridLayout
Bubble class. See module documentation for more information.
-
add_widget
(*l)[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)
- widget:
-
arrow_image
¶ Image of the arrow pointing to the bubble.
arrow_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/bubble_arrow’.
-
arrow_pos
¶ Specifies the position of the arrow relative 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 aOptionProperty
and defaults to ‘bottom_mid’.
-
background_color
¶ Background color, in the format (r, g, b, a). To use it you have to set either
background_image
orarrow_image
first.background_color
is aListProperty
and defaults to [1, 1, 1, 1].
-
background_image
¶ Background image of the bubble.
background_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/bubble’.
-
border
¶ Border used for
BorderImage
graphics instruction. Used with thebackground_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.
border
is aListProperty
and defaults to (16, 16, 16, 16)
-
clear_widgets
(**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.
-
content
¶ This is the object where the main content of the bubble is held.
content
is aObjectProperty
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 aObjectProperty
and defaults to ‘None’.
-
orientation
¶ This specifies the manner in which the children inside bubble are arranged. Can be one of ‘vertical’ or ‘horizontal’.
orientation
is aOptionProperty
and defaults to ‘horizontal’.
-
remove_widget
(*l)[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)
- widget:
-
show_arrow
¶ Indicates whether to show arrow.
New in version 1.8.0.
show_arrow
is aBooleanProperty
and defaults to True.
-
-
class
kivy.uix.bubble.
BubbleButton
(**kwargs)[source]¶ Bases:
kivy.uix.button.Button
A button intended for use in a Bubble 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.
Button¶

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)
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, 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 aListProperty
and defaults to [1, 1, 1, 1].
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 aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/button_disabled_pressed’.
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 aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/button_disabled’.
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 aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/button_pressed’.
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 aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/button’.
Border used for
BorderImage
graphics instruction. Used withbackground_normal
andbackground_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 aListProperty
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 aNumericProperty
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 (default) cam = Camera(play=True) # create the camera, and start later cam = Camera(play=False) # and later cam.play = True
play
is aBooleanProperty
and defaults to True.
-
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 aListProperty
and defaults to [-1, -1].
-
Carousel¶

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, allow_stretch=True)
carousel.add_widget(image)
return carousel
CarouselApp().run()
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, 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)
- widget:
-
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 aNumericProperty
and defaults to 0.3.
-
anim_move_duration
¶ Defines the duration of the Carousel animation between pages.
anim_move_duration
is aNumericProperty
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 aStringProperty
and defaults to ‘out_quad’.New in version 1.8.0.
-
clear_widgets
()[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.
-
current_slide
¶ The currently shown slide.
current_slide
is anAliasProperty
.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 anOptionProperty
and defaults to ‘right’.
-
ignore_perpendicular_swipes
¶ Ignore swipes on axis perpendicular to direction.
ignore_perpendicular_swipes
is aBooleanProperty
and defaults to False.New in version 1.10.0.
-
index
¶ Get/Set the current slide based on the index.
index
is anAliasProperty
and defaults to 0 (the first item).
-
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 aBooleanProperty
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 aNumericProperty
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 anAliasProperty
.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.
- touch:
-
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 anAliasProperty
.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)
- widget:
-
scroll_distance
¶ Distance to move before scrolling the
Carousel
in pixels. As soon as the distance has been traveled, theCarousel
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 aNumericProperty
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 movedscroll_distance
within the timeout, no scrolling will occur and the touch event will go to the children.scroll_timeout
is aNumericProperty
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 aListProperty
and is read-only.
-
CheckBox¶
New in version 1.4.0.

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 aBooleanProperty
and defaults to False.
-
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aListProperty
and defaults to ‘[1, 1, 1, 1]’.
-
Code Input¶
New in version 1.5.0.

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 anObjectProperty
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 aObjectProperty
and defaults toNone
-
style_name
¶ Name of the pygments style to use for formatting.
style_name
is anOptionProperty
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.

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 aListProperty
and defaults to (1, 1, 1, 1).
-
font_name
¶ Specifies the font used on the ColorPicker.
font_name
is aStringProperty
and defaults to ‘data/fonts/RobotoMono-Regular.ttf’.
-
hex_color
¶ The
hex_color
holds the currently selected color in hex.hex_color
is anAliasProperty
and defaults to #ffffffff.
-
hsv
¶ The
hsv
holds the color currently selected in hsv format.hsv
is aListProperty
and defaults to (1, 1, 1).
-
wheel
¶ The
wheel
holds the color wheel.wheel
is anObjectProperty
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 aBoundedNumericProperty
and can be a value from 0 to 1.
-
b
¶ The Blue value of the color currently selected.
b
is aBoundedNumericProperty
and can be a value from 0 to 1.
-
color
¶ The holds the color currently selected.
color
is aReferenceListProperty
and contains a list of r, g, b, a values.
-
g
¶ The Green value of the color currently selected.
g
is aBoundedNumericProperty
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.
- touch:
-
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 aBoundedNumericProperty
and can be a value from 0 to 1. It defaults to 0.
-
Drop-Down List¶

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
(*largs)[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)
- widget:
-
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 whilstdismiss()
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 aBooleanProperty
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 aBooleanProperty
and defaults to True.
-
clear_widgets
()[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.
-
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 aBooleanProperty
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 aNumericProperty
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 theDropDown
itself to display a animation for closing.min_state_time
is aNumericProperty
and defaults to the Config value min_state_time.New in version 1.10.0.
-
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.
- touch:
-
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.
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.
MonochromeEffect
- makes the widget grayscale.InvertEffect
- inverts the widget colors.ChannelMixEffect
- swaps color channels.ScanlinesEffect
- displays flickering scanlines.PixelateEffect
- pixelates the image.HorizontalBlurEffect
- Gaussuan blurs horizontally.VerticalBlurEffect
- Gaussuan blurs vertically.FXAAEffect
- applies a very basic anti-aliasing.
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.
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
(widget)[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)
- widget:
-
background_color
¶ This defines the background color to be used for the fbo in the EffectWidget.
background_color
is aListProperty
defaults to (0, 0, 0, 0)
-
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.
-
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
(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)
- widget:
-
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.
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 anObjectProperty
and defaults to None.
-
glsl
¶ The glsl string defining your effect function. See the module documentation for more details.
glsl
is aStringProperty
and defaults to a trivial effect that returns its input.
-
set_fbo_shader
(*args)[source]¶ Sets the
Fbo
’s shader by splicing theglsl
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 aStringProperty
and defaults to ‘’.
-
-
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 propertyuniforms
, 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 theglsl
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.
MonochromeEffect
(*args, **kwargs)[source]¶ Bases:
kivy.uix.effectwidget.EffectBase
Returns its input colors in monochrome.
-
class
kivy.uix.effectwidget.
InvertEffect
(*args, **kwargs)[source]¶ Bases:
kivy.uix.effectwidget.EffectBase
Inverts the colors in the input.
-
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.
ScanlinesEffect
(*args, **kwargs)[source]¶ Bases:
kivy.uix.effectwidget.EffectBase
Adds scanlines to the input.
-
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.
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.
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.
-
-
class
kivy.uix.effectwidget.
FXAAEffect
(*args, **kwargs)[source]¶ Bases:
kivy.uix.effectwidget.EffectBase
Applies very simple anti-aliasing via fxaa.
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.

The FileChooserIconView
presents icons and text from left to right,
wrapping them as required.

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:
- Models are represented by concrete implementations of the
FileSystemAbstract
class, such as theFileSystemLocal
. - Views are represented by the
FileChooserListLayout
andFileChooserIconLayout
classes. These are used by theFileChooserListView
andFileChooserIconView
widgets respectively. - Controllers are represented by concrete implementations of the
FileChooserController
, namely theFileChooser
,FileChooserIconView
andFileChooserListView
classes.
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.
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.
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.
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.
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, **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)
- widget:
-
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 typelist
.
-
view_mode
¶ Current layout view mode.
view_mode is an
AliasProperty
of typestr
.
-
-
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
orFileChooserIconView
.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 it’s 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 toFileSystemLocal()
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.
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 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.
-
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.
- touch:
-
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 toFileChooserProgress
.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 [].
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.
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.
-
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.
- touch:
-
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.
Return True if the file is hidden
-
class
kivy.uix.filechooser.
FileSystemLocal
[source]¶ Bases:
kivy.uix.filechooser.FileSystemAbstract
Implementation of
FileSystemAbstract
for local files.New in version 1.8.0.
Return True if the file is hidden
Float Layout¶
FloatLayout
honors the pos_hint
and the size_hint
properties of its children.

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, 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)
- widget:
-
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.
-
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.
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 aNumericProperty
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 aNumericProperty
and defaults to 2.0- bbox_margin
Bounding box margin for detecting gesture collisions, in pixels.
bbox_margin
is aNumericProperty
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 aNumericProperty
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.draw_timeout
is aListProperty
and defaults to [1, 1, 1] (white)- 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 aBooleanProperty
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 aNumericProperty
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 aBooleanProperty
and defaults to True- bbox_alpha
Opacity for bounding box if draw_bbox is True. Default 0.1
bbox_alpha
is aNumericProperty
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)
-
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.
-
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 aBooleanProperty
- active_strokes
Number of strokes currently active in the gesture, ie concurrent touches associated with this gesture.
active_strokes
is aNumericProperty
- 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 aNumericProperty
- was_merged
Indicates that this gesture has been merged with another gesture and should be considered discarded.
was_merged
is aBooleanProperty
- bbox
Dictionary with keys minx, miny, maxx, maxy. Represents the size of the gesture bounding box.
bbox
is aDictProperty
- width
Represents the width of the gesture.
width
is aNumericProperty
- height
Represents the height of the gesture.
height
is aNumericProperty
-
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.
Grid Layout¶

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
androw_default_height
properties. To customize the size of a single column or row, usecols_minimum
orrows_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
orrow_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'))

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'))

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'))

-
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 aNumericProperty
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 aBooleanProperty
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 aNumericProperty
and defaults to 0.
-
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 aDictProperty
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 aNumericProperty
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 aReferenceListProperty
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 aNumericProperty
and defaults to 0. It is read only.
-
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 one argument form [padding].
Changed in version 1.7.0: Replaced NumericProperty with VariableListProperty.
padding
is aVariableListProperty
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 aNumericProperty
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 aBooleanProperty
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 aNumericProperty
and defaults to 0.
-
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 aDictProperty
and defaults to {}.
-
spacing
¶ Spacing between children: [spacing_horizontal, spacing_vertical].
spacing also accepts a one argument form [spacing].
spacing
is aVariableListProperty
and defaults to [0, 0].
-
Image¶
The Image
widget is used to display an image:
wimg = Image(source='mylogo.png')
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 and fits inside the widget bounding box. If you don’t want that, you can set allow_stretch to True and keep_ratio to False.
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.
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.
allow_stretch
is aBooleanProperty
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 aNumericProperty
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 aNumericProperty
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 aListProperty
and defaults to [1, 1, 1, 1].
-
image_ratio
¶ Ratio of the image (width / float(height).
image_ratio
is anAliasProperty
and is read-only.
-
keep_data
¶ If True, the underlaying _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 aBooleanProperty
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.
keep_ratio
is aBooleanProperty
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 aBooleanProperty
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 aBooleanProperty
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 anAliasProperty
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
-
source
¶ Filename / source of your image.
source
is aStringProperty
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
allow_stretch
andkeep_ratio
properties.Depending of the texture creation, the value will be a
Texture
or aTextureRegion
object.texture
is anObjectProperty
and defaults to None.
-
-
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, theProxyImage
for more detail on how to handle events around asynchronous image loading.
Label¶

The Label
widget is for rendering text. It supports ascii and unicode
strings:
# hello world text
l = Label(text='Hello world')
# unicode text; can only display glyphs that are available in the font
l = Label(text=u'Hello world ' + unichr(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)
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
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
[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.
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;
& -> &
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 co-ordinates 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.
-
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 aBooleanProperty
and defaults to False.
-
color
¶ Text color, in the format (r, g, b, a).
color
is aListProperty
and defaults to [1, 1, 1, 1].
-
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 aListProperty
and defaults to [1, 1, 1, .3].
-
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 aListProperty
and defaults to [0, 0, 0].
-
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 forLabel
will work forellipsis_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 aDictProperty
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 aBooleanProperty
and defaults to True.
-
font_hinting
¶ What hinting option to use for font rendering. Can be one of ‘normal’, ‘light’, ‘mono’ or None.
Note
This feature requires the SDL2 text provider.
New in version 1.10.0.
font_hinting
is anOptionProperty
and defaults to ‘normal’.
-
font_kerning
¶ Whether kerning is enabled for font rendering.
Note
This feature requires the SDL2 text provider.
New in version 1.10.0.
font_kerning
is aBooleanProperty
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
, use a font such as freesans.ttf that has the glyph.
font_name
is aStringProperty
and defaults to ‘Roboto’. This value is taken fromConfig
.
-
font_size
¶ Font size of the text, in pixels.
font_size
is aNumericProperty
and defaults to 15sp.
-
halign
¶ Horizontal alignment of the text.
halign
is anOptionProperty
and defaults to ‘left’. Available options are : left, center, right and justify.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 atext_size
.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 whenshorten
is True.New in version 1.10.0.
is_shortened
is aBooleanProperty
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 aBooleanProperty
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 aNumericProperty
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 aBooleanProperty
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 aNumericProperty
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 aBooleanProperty
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.
- touch:
-
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 aListProperty
and defaults to [0, 0, 0].
-
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 aNumericProperty
and defaults to None.
-
padding
¶ Padding of the text in the format (padding_x, padding_y)
padding
is aReferenceListProperty
of (padding_x
,padding_y
) properties.
-
padding_x
¶ Horizontal padding of the text inside the widget box.
padding_x
is aNumericProperty
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.
-
padding_y
¶ Vertical padding of the text inside the widget box.
padding_y
is aNumericProperty
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.
-
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 co-ordinates 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.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 settext_size
will lead to unexpected results.shorten_from
andsplit_str
control the direction from which thetext
is split, as well as where in thetext
we are allowed to split.shorten
is aBooleanProperty
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 whentext_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 aOptionProperty
and defaults to center.
-
split_str
¶ The string used to split the
text
while shortening the string whenshorten
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 aStringProperty
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 aBooleanProperty
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
. Ifhalign
is justify it is implicitly True.New in version 1.9.0.
strip
is aBooleanProperty
and defaults to False.
-
text
¶ Text of the label.
Creation of a simple hello world:
widget = Label(text='Hello world')
If you want to create the widget with an unicode string, use:
widget = Label(text=u'My unicode string')
text
is aStringProperty
and defaults to ‘’.
-
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 theLabel
class. (It is named size= in the constructor.)text_size
is aListProperty
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
orTextureRegion
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 thetexture_update()
method before accessingtexture
: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 anObjectProperty
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 fittext_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 thetexture
property. If you listen for changes totexture
,texture_size
will not be up-to-date in your callback. Bind totexture_size
instead.
-
texture_update
(*largs)[source]¶ Force texture recreation with the current Label properties.
After this function call, the
texture
andtexture_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 aBooleanProperty
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 anOptionProperty
and defaults to ‘replace’.
-
valign
¶ Vertical alignment of the text.
valign
is anOptionProperty
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 atext_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:
- Anchor layout:
kivy.uix.anchorlayout.AnchorLayout
- Box layout:
kivy.uix.boxlayout.BoxLayout
- Float layout:
kivy.uix.floatlayout.FloatLayout
- Grid layout:
kivy.uix.gridlayout.GridLayout
- Page Layout:
kivy.uix.pagelayout.PageLayout
- Relative layout:
kivy.uix.relativelayout.RelativeLayout
- Scatter layout:
kivy.uix.scatterlayout.ScatterLayout
- Stack layout:
kivy.uix.stacklayout.StackLayout
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_percent, height_percent)
The percent is specified as a floating point number in the range 0-1. For example, 0.5 is 50%, 1 is 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, 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)
- widget:
-
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
andsh_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.
-
List View¶
New in version 1.5.
Deprecated since version 1.10.0: ListView has been deprecated, use
RecycleView
instead.
Warning
This code is still experimental, and its API is subject to change in a future version.
The ListView
implements an
AbstractView
as
a vertical, scrollable,pannable list clipped to the scrollview’s bounding box
and contains list item view instances.
The AbstractView
has one property: adapter
.
The adapter can be one of the following: a
SimpleListAdapter
, a
ListAdapter
or a
DictAdapter
. The Adapter
can make
use of args_converters
to prepare you data for passing
into the constructor for each item view instantiation.
For an overview of how all these components fit together, please see the
adapters
module documentation.
Introduction¶
Lists are central parts of many software projects. Kivy’s approach to lists includes providing solutions for simple lists, along with a substantial framework for building lists of moderate to advanced complexity. For a new user, it can be difficult to ramp up from simple to advanced. For this reason, Kivy provides an extensive set of examples (with the Kivy package) that you may wish to run first, to get a taste of the range of functionality offered. You can tell from the names of the examples that they illustrate the “ramping up” from simple to advanced:
- kivy/examples/widgets/lists/list_simple.py
- kivy/examples/widgets/lists/list_simple_in_kv.py
- kivy/examples/widgets/lists/list_simple_in_kv_2.py
- kivy/examples/widgets/lists/list_master_detail.py
- kivy/examples/widgets/lists/list_two_up.py
- kivy/examples/widgets/lists/list_kv.py
- kivy/examples/widgets/lists/list_composite.py
- kivy/examples/widgets/lists/list_reset_data.py
- kivy/examples/widgets/lists/list_cascade.py
- kivy/examples/widgets/lists/list_cascade_dict.py
- kivy/examples/widgets/lists/list_cascade_images.py
- kivy/examples/widgets/lists/list_ops.py
Many of the examples feature selection, some restricting selection to single selection, where only one item at a time can be selected, and others allowing multiple item selection. Many of the examples illustrate how selection in one list can be connected to actions and selections in another view or another list.
Find your own way of reading the documentation here, examining the source code for the example apps and running the examples. Some may prefer to read the documentation through first, others may want to run the examples and view their code. No matter what you do, going back and forth will likely be needed.
Basic Example¶
In its simplest form, we make a listview with 100 items:
from kivy.uix.listview import ListView
from kivy.base import runTouchApp
class MainView(ListView):
def __init__(self, **kwargs):
super(MainView, self).__init__(
item_strings=[str(index) for index in range(100)])
if __name__ == '__main__':
runTouchApp(MainView())
Or, we could declare the listview using the kv language:
from kivy.uix.boxlayout import BoxLayout
from kivy.lang import Builder
from kivy.base import runTouchApp
Builder.load_string("""
<MyListView>:
ListView:
item_strings: [str(index) for index in range(100)]
""")
class MyListView(BoxLayout):
pass
if __name__ == '__main__':
runTouchApp(MyListView())
Using an Adapter¶
Behind the scenes, the basic example above uses the
SimpleListAdapter
. When the
constructor for the ListView
sees that only a list
of
strings is provided as an argument (called item_strings), it creates a
SimpleListAdapter
using the
list of strings.
“Simple” in SimpleListAdapter
means
without selection support. It is a scrollable list of items that does not
respond to touch events.
To use a SimpleListAdapter
explicitly when creating a ListView
instance, do:
simple_list_adapter = SimpleListAdapter(
data=["Item #{0}".format(i) for i in range(100)],
cls=Label)
list_view = ListView(adapter=simple_list_adapter)
The instance of SimpleListAdapter
has
a required data argument which contains data items to use for instantiating
Label
views for the list view (note the cls=Label
argument). The data items are strings. Each item string is set by the
SimpleListAdapter
as the text
argument for each Label instantiation.
You can declare a ListView with an adapter in a kv file with special attention given to the way longer python blocks are indented:
from kivy.uix.boxlayout import BoxLayout
from kivy.base import runTouchApp
from kivy.lang import Builder
# Note the special nature of indentation in the adapter declaration, where
# the adapter: is on one line, then the value side must be given at one
# level of indentation.
Builder.load_string("""
#:import label kivy.uix.label
#:import sla kivy.adapters.simplelistadapter
<MyListView>:
ListView:
adapter:
sla.SimpleListAdapter(
data=["Item #{0}".format(i) for i in range(100)],
cls=label.Label)
""")
class MyListView(BoxLayout):
pass
if __name__ == '__main__':
runTouchApp(MyListView())
ListAdapter and DictAdapter¶
For most use cases, your data is more complex than a simple list of strings.
Selection functionality is also often needed.
The ListAdapter
and
DictAdapter
cover these more elaborate
needs.
The ListAdapter
is the base class for
DictAdapter
, so we can start with it.
Refer to the ListAdapter
docs for details,
but here is a synopsis of its arguments:
data
: strings, class instances, dicts, etc. that form the base data for instantiating views.cls
: a Kivy view that is to be instantiated for each list item. There are several built-in types available, including ListItemLabel and ListItemButton, or you can make your own class that mixes in the requiredSelectableView
.template
: the name of a Kivy language (kv) template that defines the Kivy view for each list item.
Note
Pick only one, cls or template, to provide as an argument.
args_converters
: a function that takes a data item object as input and uses it to build and return an args dict, ready to be used in a call to instantiate item views using the item view cls or template. In the case of cls, the args dict becomes a kwargs constructor argument. For a template, it is treated as a context (ctx) but is essentially similar in form to the kwargs usage.selection_mode
: a string with the value ‘single’, ‘multiple’ or other.allow_empty_selection
: a boolean, which if False (the default), forces there to always be a selection if there is data available. If True, selection happens only as a result of user action.
In narrative, we can summarize as follows:
A listview’s adapter takes data items and uses an args_converter function to transform them into arguments for creating list item view instances, using either a cls or a kv template.
In a graphic, a summary of the relationship between a listview and its components can be summarized as follows:

Please refer to the adapters
documentation for more details.
A DictAdapter
has the same arguments and
requirements as a ListAdapter
except for
two things:
- There is an additional argument, sorted_keys, which must meet the requirements of normal python dictionary keys.
- The data argument is, as you would expect, a dict. Keys in the dict must include the keys in the sorted_keys argument, but they may form a superset of the keys in sorted_keys. Values may be strings, class instances, dicts, etc. (The args_converter uses it accordingly).
Using an Args Converter¶
A ListView
allows use of built-in list item views,
such as ListItemButton
, your own custom item view
class or a custom kv template. Whichever type of list item view is used, an
args_converter function is needed to
prepare, per list data item, kwargs for the cls or the ctx for the template.
Note
Only the ListItemLabel, ListItemButton or custom classes like them (and not the simple Label or Button classes) are to be used in the listview system.
Warning
ListItemButton inherits the background_normal and background_down properties from the Button widget, so the selected_color and deselected_color are not represented faithfully by default.
Here is an args_converter for use with the built-in
ListItemButton
specified as a normal Python
function:
def args_converter(row_index, an_obj):
return {'text': an_obj.text,
'size_hint_y': None,
'height': 25}
and as a lambda:
args_converter = lambda row_index, an_obj: {'text': an_obj.text,
'size_hint_y': None,
'height': 25}
In the args converter example above, the data item is assumed to be an object (class instance), hence the reference an_obj.text.
Here is an example of an args converter that works with list data items that are dicts:
args_converter = lambda row_index, obj: {'text': obj['text'],
'size_hint_y': None,
'height': 25}
So, it is the responsibility of the developer to code the args_converter according to the data at hand. The row_index argument can be useful in some cases, such as when custom labels are needed.
An Example ListView¶
Now, to some example code:
from kivy.adapters.listadapter import ListAdapter
from kivy.uix.listview import ListItemButton, ListView
data = [{'text': str(i), 'is_selected': False} for i in range(100)]
args_converter = lambda row_index, rec: {'text': rec['text'],
'size_hint_y': None,
'height': 25}
list_adapter = ListAdapter(data=data,
args_converter=args_converter,
cls=ListItemButton,
selection_mode='single',
allow_empty_selection=False)
list_view = ListView(adapter=list_adapter)
This listview will show 100 buttons with text of 0 to 100. The args_converter
function converts the dict items in the data and instantiates ListItemButton
views by passing these converted items into it’s constructor. The
listview will only allow single selection and the first item will already be
selected as allow_empty_selection is False. For a complete discussion on these
arguments, please see the ListAdapter
documentation.
The ListItemLabel
works in much the same way as the
ListItemButton
.
Using a Custom Item View Class¶
The data used in an adapter can be any of the normal Python types or custom classes, as shown below. It is up to the programmer to assure that the args_converter performs the appropriate conversions.
Here we make a simple DataItem class that has the required text and is_selected properties:
from kivy.uix.listview import ListItemButton
from kivy.adapters.listadapter import ListAdapter
class DataItem(object):
def __init__(self, text='', is_selected=False):
self.text = text
self.is_selected = is_selected
data_items = [DataItem(text='cat'),
DataItem(text='dog'),
DataItem(text='frog')]
list_item_args_converter = lambda row_index, obj: {'text': obj.text,
'size_hint_y': None,
'height': 25}
list_adapter = ListAdapter(data=data_items,
args_converter=list_item_args_converter,
propagate_selection_to_data=True,
cls=ListItemButton)
list_view = ListView(adapter=list_adapter)
The data is passed to the ListAdapter
along
with an args_converter function. The propagation setting means that
the is_selected property for each data item will be set and kept in sync with
the list item views. This setting should be set to True if you wish to
initialize the view with item views already selected.
You may also use the provided SelectableDataItem
mixin to make a custom class. Instead of the “manually-constructed” DataItem
class above, we could do:
from kivy.adapters.models import SelectableDataItem
class DataItem(SelectableDataItem):
# Add properties here.
pass
SelectableDataItem
is a simple mixin class that
has an is_selected property.
Using an Item View Template¶
SelectableView
is another simple mixin class
that has required properties for a list item: text, and is_selected. To make
your own template, mix it in as follows:
from kivy.lang import Builder
Builder.load_string("""
[CustomListItem@SelectableView+BoxLayout]:
size_hint_y: ctx.size_hint_y
height: ctx.height
ListItemButton:
text: ctx.text
is_selected: ctx.is_selected
""")
A class called CustomListItem can then be instantiated for each list item. Note
that it subclasses a BoxLayout
and is thus a type
of layout
. It contains a
ListItemButton
instance.
Using the power of the Kivy language (kv), you can easily build composite list
items: in addition to ListItemButton, you could have a ListItemLabel or a
custom class you have defined and registered via the
Factory
.
An args_converter needs to be constructed that goes along with such a kv template. For example, to use the kv template above:
list_item_args_converter = \
lambda row_index, rec: {'text': rec['text'],
'is_selected': rec['is_selected'],
'size_hint_y': None,
'height': 25}
integers_dict = \
{ str(i): {'text': str(i), 'is_selected': False} for i in range(100)}
dict_adapter = DictAdapter(sorted_keys=[str(i) for i in range(100)],
data=integers_dict,
args_converter=list_item_args_converter,
template='CustomListItem')
list_view = ListView(adapter=dict_adapter)
A dict adapter is created with 1..100 integer strings as sorted_keys, and an integers_dict as data. integers_dict has the integer strings as keys and dicts with text and is_selected properties. The CustomListItem defined above in the Builder.load_string() call is set as the kv template for the list item views. The list_item_args_converter lambda function will take each dict in integers_dict and will return an args dict, ready for passing as the context (ctx) for the template.
Using CompositeListItem¶
The class CompositeListItem
is another option for
building advanced composite list items. The kv language approach has its
advantages, but here we build a composite list view using a plain Python:
args_converter = lambda row_index, rec: \
{'text': rec['text'],
'size_hint_y': None,
'height': 25,
'cls_dicts': [{'cls': ListItemButton,
'kwargs': {'text': rec['text']}},
{'cls': ListItemLabel,
'kwargs': {'text': "Middle-{0}".format(rec['text']),
'is_representing_cls': True}},
{'cls': ListItemButton,
'kwargs': {'text': rec['text']}}]}
item_strings = ["{0}".format(index) for index in range(100)]
integers_dict = \
{str(i): {'text': str(i), 'is_selected': False} for i in range(100)}
dict_adapter = DictAdapter(sorted_keys=item_strings,
data=integers_dict,
args_converter=args_converter,
selection_mode='single',
allow_empty_selection=False,
cls=CompositeListItem)
list_view = ListView(adapter=dict_adapter)
The args_converter is somewhat complicated, so we should go through the
details. Observe in the DictAdapter
instantiation that CompositeListItem
instance is
set as the cls to be instantiated for each list item component. The
args_converter will
make args dicts for this cls. In the args_converter, the first three items,
text, size_hint_y, and height, are arguments for the CompositeListItem itself.
After that you see a cls_dicts list that contains argument sets for each of the
member widgets for this composite: 2
ListItemButtons
and a
ListItemLabel
. This is a similar approach to
using a kv template described above.
For details on how CompositeListItem
works,
examine the code, looking for how parsing of the cls_dicts list and kwargs
processing is done.
Uses for Selection¶
What can we do with selection? Combining selection with the system of bindings in Kivy, we can build a wide range of user interface designs.
We could make data items that contain the names of dog breeds, and connect
the selection of dog breed to the display of details in another view, which
would update automatically on selection. This is done via a binding to the
on_selection_change
event:
list_adapter.bind(on_selection_change=callback_function)
where callback_function() gets passed the adapter as an argument and does whatever is needed for the update. See the example called list_master_detail.py, and imagine that the list on the left could be a list of dog breeds, and the detail view on the right could show details for a selected dog breed.
In another example, we could set the selection_mode of a listview to ‘multiple’, and load it with a list of answers to a multiple-choice question. The question could have several correct answers. A color swatch view could be bound to selection change, as above, so that it turns green as soon as the correct choices are made, unless the number of touches exceeds a limit, then answer session could be terminated. See the examples that feature thumbnail the images to get some ideas, e.g. list_cascade_dict.py.
In a more involved example, we could chain together three listviews, where selection in the first controls the items shown in the second, and selection in the second controls the items shown in the third. If allow_empty_selection were set to False for these listviews, a dynamic system of selection “cascading” from one list to the next, would result.
There are so many ways that listviews and Kivy bindings functionality can be used, that we have only scratched the surface here. For on-disk examples, see:
kivy/examples/widgets/lists/list_*.py
Several examples show the “cascading” behavior described above. Others demonstrate the use of kv templates and composite list views.
-
class
kivy.uix.listview.
SelectableView
(**kwargs)[source]¶ Bases:
builtins.object
The
SelectableView
mixin is used with list items and other classes that are to be instantiated in a list view or other classes which use a selection-enabled adapter such as ListAdapter. select() and deselect() can be overridden with display code to mark items as selected or not, if desired.-
deselect
(*args)[source]¶ The list item is responsible for updating the display when being unselected, if desired.
-
index
¶ The index into the underlying data list or the data item this view represents.
-
is_selected
¶ A SelectableView instance carries this property which should be kept in sync with the equivalent property the data item represents.
-
-
class
kivy.uix.listview.
ListItemButton
(**kwargs)[source]¶ Bases:
kivy.uix.listview.ListItemReprMixin
,kivy.uix.selectableview.SelectableView
,kivy.uix.button.Button
ListItemButton
mixesSelectableView
withButton
to produce a button suitable for use inListView
.-
deselect
(*args)[source]¶ The list item is responsible for updating the display when being unselected, if desired.
-
deselected_color
¶ deselected_color
is aListProperty
and defaults to [0., 1., 0., 1].
-
select
(*args)[source]¶ The list item is responsible for updating the display when being selected, if desired.
-
selected_color
¶ selected_color
is aListProperty
and defaults to [1., 0., 0., 1].
-
-
class
kivy.uix.listview.
ListItemLabel
(**kwargs)[source]¶ Bases:
kivy.uix.listview.ListItemReprMixin
,kivy.uix.selectableview.SelectableView
,kivy.uix.label.Label
ListItemLabel
mixesSelectableView
withLabel
to produce a label suitable for use inListView
.
-
class
kivy.uix.listview.
CompositeListItem
(**kwargs)[source]¶ Bases:
kivy.uix.selectableview.SelectableView
,kivy.uix.boxlayout.BoxLayout
CompositeListItem
mixesSelectableView
withBoxLayout
for a generic container-style list item, to be used inListView
.-
background_color
¶ ListItem subclasses Button, which has background_color, but for a composite list item, we must add this property.
background_color
is aListProperty
and defaults to [1, 1, 1, 1].
-
deselect
(*args)[source]¶ The list item is responsible for updating the display when being unselected, if desired.
-
deselected_color
¶ deselected_color
is aListProperty
and defaults to [.33, .33, .33, 1].
-
representing_cls
¶ Which component view class, if any, should represent for the composite list item in __repr__()?
representing_cls
is anObjectProperty
and defaults to None.
-
select
(*args)[source]¶ The list item is responsible for updating the display when being selected, if desired.
-
selected_color
¶ selected_color
is aListProperty
and defaults to [1., 0., 0., 1].
-
-
class
kivy.uix.listview.
ListView
(**kwargs)[source]¶ Bases:
kivy.uix.abstractview.AbstractView
,kivy.event.EventDispatcher
ListView
is a primary high-level widget, handling the common task of presenting items in a scrolling list. Flexibility is afforded by use of a variety of adapters to interface with data.The adapter property comes via the mixed in
AbstractView
class.ListView
also subclassesEventDispatcher
for scrolling. The event on_scroll_complete is used in refreshing the main view.For a simple list of string items, without selection, use
SimpleListAdapter
. For list items that respond to selection, ranging from simple items to advanced composites, useListAdapter
. For an alternate powerful adapter, useDictAdapter
, rounding out the choice for designing highly interactive lists.Events: - on_scroll_complete: (boolean, )
Fired when scrolling completes.
-
container
¶ The container is a
GridLayout
widget held within aScrollView
widget. (See the associated kv block in the Builder.load_string() setup). Item view instances managed and provided by the adapter are added to this container. The container is cleared with a call to clear_widgets() when the list is rebuilt by the populate() method. A paddingWidget
instance is also added as needed, depending on the row height calculations.container
is anObjectProperty
and defaults to None.
-
divider
¶ [TODO] Not used.
-
divider_height
¶ [TODO] Not used.
-
item_strings
¶ If item_strings is provided, create an instance of
SimpleListAdapter
with this list of strings, and use it to manage a no-selection list.item_strings
is aListProperty
and defaults to [].
-
row_height
¶ The row_height property is calculated on the basis of the height of the container and the count of items.
row_height
is aNumericProperty
and defaults to None.
-
scrolling
¶ If the scroll_to() method is called while scrolling operations are happening, a call recursion error can occur. scroll_to() checks to see that scrolling is False before calling populate(). scroll_to() dispatches a scrolling_complete event, which sets scrolling back to False.
scrolling
is aBooleanProperty
and defaults to False.
-
class
kivy.uix.listview.
ListItemReprMixin
(**kwargs)[source]¶ Bases:
kivy.uix.label.Label
The
ListItemReprMixin
provides aLabel
with a Python 2/3 compatible string representation (__repr__). It is intended for internal usage.
ModalView¶
New in version 1.4.0.
The ModalView
widget is used to create modal views. By default, the
view will cover the whole “parent” 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 bindable. 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 two events available: on_open which is raised when the view is opening, and on_dismiss which is raised when the view is closed. For on_dismiss, you can prevent the view from closing by explictly 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.
-
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 anObjectProperty
and defaults to None.
-
auto_dismiss
¶ This property determines if the view is automatically dismissed when the user clicks outside it.
auto_dismiss
is aBooleanProperty
and defaults to True.
-
background
¶ Background image of the view used for the view background.
background
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/modalview-background’.
-
background_color
¶ Background color in the format (r, g, b, a).
background_color
is aListProperty
and defaults to [0, 0, 0, .7].
-
border
¶ Border used for
BorderImage
graphics instruction. Used for thebackground_normal
and thebackground_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 aListProperty
and defaults to (16, 16, 16, 16).
-
dismiss
(*largs, **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 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 animation, use:
view.dismiss(animation=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.
- touch:
-
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
(*largs, **kwargs)[source]¶ Show the view window from the
attach_to
widget. If set, it will attach to the nearest window. If the widget is not attached to any window, the view will attach to the globalWindow
.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)
PageLayout¶

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 aDictProperty
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 aNumericProperty
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.
- touch:
-
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 aNumericProperty
and defaults to 0.
-
swipe_threshold
¶ The thresold used to trigger swipes as percentage of the widget size.
swipe_threshold
is aNumericProperty
and defaults to .5.
-
Popup¶
New in version 1.0.7.

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!
Popup Events¶
There are two events available: on_open which is raised when the popup is opening, and on_dismiss which is raised when the popup is closed. For on_dismiss, you can prevent the popup from closing by explictly returning True from your callback:
def my_callback(instance):
print('Popup', instance, 'is being dismissed but is prevented!')
return True
popup = Popup(content=Label(text='Hello world'))
popup.bind(on_dismiss=my_callback)
popup.open()
-
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)[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)
- widget:
-
content
¶ Content of the popup that is displayed just under the title.
content
is anObjectProperty
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.
- touch:
-
separator_color
¶ Color used by the separator between title and content.
New in version 1.1.0.
separator_color
is aListProperty
and defaults to [47 / 255., 167 / 255., 212 / 255., 1.]
-
separator_height
¶ Height of the separator.
New in version 1.1.0.
separator_height
is aNumericProperty
and defaults to 2dp.
-
title
¶ String that represents the title of the popup.
title
is aStringProperty
and defaults to ‘No title’.
-
title_align
¶ Horizontal alignment of the title.
New in version 1.9.0.
title_align
is aOptionProperty
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 aListProperty
and defaults to [1, 1, 1, 1].
-
title_font
¶ Font used to render the title text.
New in version 1.9.0.
title_font
is aStringProperty
and defaults to ‘Roboto’. This value is taken fromConfig
.
-
title_size
¶ Represents the font size of the popup title.
New in version 1.6.0.
title_size
is aNumericProperty
and defaults to ’14sp’.
Progress Bar¶
New in version 1.0.8.

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 aNumericProperty
and defaults to 100.
-
value
¶ Current value used for the slider.
value
is anAliasProperty
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 anAliasProperty
.
-
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
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
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_size
¶ size as in w, h. They each can be None.
-
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.
-
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.
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.
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:
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_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.
- touch:
-
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 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 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:

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 anAliasProperty
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 aDictProperty
.
-
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 aStringProperty
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 thefilename
as key.
-
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 aBooleanProperty
and defaults to False.
-
source
¶ Filename of the RST document.
source
is aStringProperty
and defaults to None.
-
source_encoding
¶ Encoding to be used for the
source
file.source_encoding
is aStringProperty
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 anOptionProperty
and defaults to strict. Can be one of ‘strict’, ‘ignore’, ‘replace’, ‘xmlcharrefreplace’ or ‘backslashreplac’.
-
text
¶ RST markup text of the document.
text
is aStringProperty
and defaults to None.
-
title
¶ Title of the current document.
title
is aStringProperty
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 aDictProperty
and defaults to {}.
-
underline_color
¶ underline color of the titles, expressed in html color notation
underline_color
is aStringProperty
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)
- 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.
-
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_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.
- touch:
-
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.
-
Scatter¶

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:
- 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. - The scatter size has no impact on the size of it’s children.
- 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.
- 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 matix 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)
- trans:
-
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 aBooleanProperty
and defaults to True.
-
bbox
¶ Bounding box of the widget in parent space:
((x, y), (w, h)) # x, y = lower left corner
bbox
is anAliasProperty
.
-
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 aBooleanProperty
and defaults to False.New in version 1.3.0.
-
do_rotation
¶ Allow rotation.
do_rotation
is aBooleanProperty
and defaults to True.
-
do_scale
¶ Allow scaling.
do_scale
is aBooleanProperty
and defaults to True.
-
do_translation
¶ Allow translation on the X or Y axis.
do_translation
is anAliasProperty
of (do_translation_x
+do_translation_y
)
-
do_translation_x
¶ Allow translation on the X axis.
do_translation_x
is aBooleanProperty
and defaults to True.
-
do_translation_y
¶ Allow translation on Y axis.
do_translation_y
is aBooleanProperty
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_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.
- touch:
-
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 overriden 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.
-
rotation
¶ Rotation value of the scatter in degrees moving in a counterclockwise direction.
rotation
is anAliasProperty
and defaults to 0.0.
-
scale
¶ Scale value of the scatter.
scale
is anAliasProperty
and defaults to 1.0.
-
scale_max
¶ Maximum scaling factor allowed.
scale_max
is aNumericProperty
and defaults to 1e20.
-
scale_min
¶ Minimum scaling factor allowed.
scale_min
is aNumericProperty
and defaults to 0.01.
-
to_local
(x, y, **k)[source]¶ Transform parent coordinates to local 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 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.
-
transform
¶ Transformation matrix.
transform
is anObjectProperty
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 anObjectProperty
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 aNumericProperty
and defaults to 1.New in version 1.7.0.
-
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
(*l)[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)
- widget:
-
-
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¶

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
# Create the screen manager
sm = ScreenManager()
sm.add_widget(MenuScreen(name='menu'))
sm.add_widget(SettingsScreen(name='settings'))
class TestApp(App):
def build(self):
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 animationSlideTransition
- slide the screen in/out, from any directionCardTransition
- new screen slides on the previous or the old one slides off the new one depending on the modeSwapTransition
- implementation of the iOS swap transitionFadeTransition
- shader to fade the screen in/outWipeTransition
- shader to wipe the screens from right to leftFallOutTransition
- 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.
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 anObjectProperty
and defaults to None, read-only.
-
name
¶ Name of the screen which must be unique within a
ScreenManager
. This is the name used forScreenManager.current
.name
is aStringProperty
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 aNumericProperty
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 it’s last value (in or out).
transition_state
is anOptionProperty
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
(screen)[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)
- widget:
-
clear_widgets
(screens=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.
-
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 aStringProperty
and defaults to None.
-
current_screen
¶ Contains the currently displayed screen. You must not change this property manually, use
current
instead.current_screen
is anObjectProperty
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.
-
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.
- touch:
-
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
(*l)[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)
- widget:
-
screen_names
¶ List of the names of all the
Screen
widgets added. The list is read only.screens_names
is anAliasProperty
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 theadd_widget
method instead.screens
is aListProperty
and defaults to [], read-only.
-
switch_to
(screen, **options)[source]¶ Add a new screen to the ScreenManager and switch to it. The previous screen will be removed from the children. 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()
orcurrent
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 anObjectProperty
and defaults to aSlideTransition
.Changed in version 1.8.0: Default transition has been changed from
SwapTransition
toSlideTransition
.
-
-
exception
kivy.uix.screenmanager.
ScreenManagerException
[source]¶ Bases:
Exception
Exception for 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 theSlideTransition
andSwapTransition
.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 aNumericProperty
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 aBooleanProperty
and defaults to False, read-only.
-
manager
¶ ScreenManager
object, set when the screen is added to a manager.manager
is anObjectProperty
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 anObjectProperty
and defaults to None.
-
screen_out
¶ Property that contains the screen to hide. Automatically set by the
ScreenManager
.screen_out
is anObjectProperty
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.
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 aListProperty
and defaults to [0, 0, 0, 1].
-
fs
¶ Fragment shader to use.
fs
is aStringProperty
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 aStringProperty
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 anOptionProperty
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.
FadeTransition
[source]¶ Bases:
kivy.uix.screenmanager.ShaderTransition
Fade transition, based on a fragment Shader.
-
class
kivy.uix.screenmanager.
WipeTransition
[source]¶ Bases:
kivy.uix.screenmanager.ShaderTransition
Wipe transition, based on a fragment Shader.
-
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 aNumericProperty
and defaults to .15 (= 150ms).
-
-
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 aNumericProperty
and defaults to .2 (= 200ms).
-
-
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.
-
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 anOptionProperty
and defaults to ‘push’.
-
start
(manager)[source]¶ (internal) Starts the transition. This is automatically called by the
ScreenManager
.
-
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:
scroll_distance
: the minimum distance to travel, defaults to 20 pixels.scroll_timeout
: the maximum time period, defaults to 55 milliseconds.
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)
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 theScrollView
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 theDampedScrollEffect
, 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, index=0)[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)
- widget:
-
bar_color
¶ Color of horizontal / vertical scroll bar, in RGBA format.
New in version 1.2.0.
bar_color
is aListProperty
and defaults to [.7, .7, .7, .9].
-
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 aListProperty
and defaults to [.7, .7, .7, .2].
-
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 aNumericProperty
, default to 0
-
bar_pos
¶ Which side of the scroll view to place each of the bars on.
bar_pos
is aReferenceListProperty
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 anOptionProperty
, 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 anOptionProperty
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 aNumericProperty
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
andscroll_y
-
do_scroll
¶ Allow scroll on X or Y axis.
do_scroll
is aAliasProperty
of (do_scroll_x
+do_scroll_y
)
-
do_scroll_x
¶ Allow scroll on X axis.
do_scroll_x
is aBooleanProperty
and defaults to True.
-
do_scroll_y
¶ Allow scroll on Y axis.
do_scroll_y
is aBooleanProperty
and defaults to True.
-
effect_cls
¶ Class effect to instantiate for X and Y axis.
New in version 1.7.0.
effect_cls
is anObjectProperty
and defaults toDampedScrollEffect
.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 anObjectProperty
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 anObjectProperty
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 percentage of the current scrollview height. This property is used internally for drawing the little horizontal bar when you’re scrolling.
vbar
is aAliasProperty
, readonly.
-
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.
- touch:
-
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)[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)
- widget:
-
scroll_distance
¶ Distance to move before scrolling the
ScrollView
, in pixels. As soon as the distance has been traveled, theScrollView
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 aNumericProperty
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 movedscroll_distance
within the timeout, the scrolling will be disabled, and the touch event will go to the children.scroll_timeout
is aNumericProperty
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 scoll bars. [‘bars’, ‘content’] Content is scrolled by either of the above methods. New in version 1.8.0.
scroll_type
is anOptionProperty
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 aNumericProperty
, 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 controled by
ScrollView
only ifdo_scroll_x
is True.scroll_x
is aNumericProperty
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 controled by
ScrollView
only ifdo_scroll_y
is True.scroll_y
is aNumericProperty
and defaults to 1.
-
to_local
(x, y, **k)[source]¶ Transform parent coordinates to local 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 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
andscroll_y
.This method is automatically called when one of the
scroll_x
,scroll_y
,pos
orsize
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 percentage of the current scrollview height. This property is used internally for drawing the little vertical bar when you’re scrolling.
vbar
is aAliasProperty
, readonly.
-
viewport_size
¶ (internal) Size of the internal viewport. This is the size of your only child in the scrollview.
SelectableView¶
Deprecated since version 1.10.0: The feature has been deprecated.
This module houses the SelectableView
mixin class. This is used by
the ListView
and it’s associated
Adapters
to provide selection behaviour
when presenting large lists.
-
class
kivy.uix.selectableview.
SelectableView
(**kwargs)[source]¶ Bases:
builtins.object
The
SelectableView
mixin is used with list items and other classes that are to be instantiated in a list view or other classes which use a selection-enabled adapter such as ListAdapter. select() and deselect() can be overridden with display code to mark items as selected or not, if desired.-
deselect
(*args)[source]¶ The list item is responsible for updating the display when being unselected, if desired.
-
index
¶ The index into the underlying data list or the data item this view represents.
-
is_selected
¶ A SelectableView instance carries this property which should be kept in sync with the equivalent property the data item represents.
-
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.

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:
- a
ConfigParser
instance with default values- a JSON file
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
New in version 1.1.0: Added
SettingPath
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.
Settings
: Displays settings with a sidebar at the left to switch between json panels.SettingsWithSidebar
: A trivial subclass ofSettings
.SettingsWithSpinner
: Displays settings with a spinner at the top, which can be used to switch between json panels. UsesInterfaceWithSpinner
as theinterface_cls
. This is the default behavior from Kivy 1.8.0.SettingsWithTabbedPanel
: Displays json panels as individual tabs in aTabbedPanel
. UsesInterfaceWithTabbedPanel
as theinterface_cls
.SettingsWithNoMenu
: Displays a single json panel, with no way to switch to other panels and no close button. This makes it impossible for the user to exit unlessclose_settings()
is overridden with a different close trigger! UsesInterfaceWithNoMenu
as theinterface_cls
.
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.
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 tointerface
. 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 anObjectProperty
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 anObjectProperty
and defaults toInterfaceWithSidebar
.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.
- touch:
-
class
kivy.uix.settings.
SettingsPanel
(**kwargs)[source]¶ Bases:
kivy.uix.gridlayout.GridLayout
This class is used to contruct 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 bySettingItem
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.
-
-
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
andSettingOptions
for usage examples.Events: - on_release
Fired when the item is touched and then released.
-
add_widget
(*largs)[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)
- widget:
-
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 anObjectProperty
and defaults to None.
-
desc
¶ Description of the setting, rendered on the line below the title.
desc
is aStringProperty
and defaults to None.
-
disabled
¶ Indicate if this setting is disabled. If True, all touches on the setting item will be discarded.
disabled
is aBooleanProperty
and defaults to False.
-
key
¶ Key of the token inside the
section
in theConfigParser
instance.key
is aStringProperty
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.
- touch:
-
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 anObjectProperty
and defaults to None.
-
section
¶ Section of the token inside the
ConfigParser
instance.section
is aStringProperty
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 aNumericProperty
and defaults to 0.
-
title
¶ Title of the setting, defaults to ‘<No title set>’.
title
is aStringProperty
and defaults to ‘<No title set>’.
-
value
¶ Value of the token according to the
ConfigParser
instance. Any change to this value will trigger aSettings.on_config_change()
event.value
is anObjectProperty
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 aLabel
widget that, when clicked, will open aPopup
with aTextinput
so the user can enter a custom value.-
popup
¶ (internal) Used to store the current popup when it’s shown.
popup
is anObjectProperty
and defaults to None.
-
textinput
¶ (internal) Used to store the current textinput from the popup and to listen for changes.
textinput
is anObjectProperty
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 aLabel
widget that, when clicked, will open aPopup
with aFileChooserListView
so the user can enter a custom value.New in version 1.1.0.
-
dirselect
¶ Whether to allow selection of directories.
dirselect
is aBooleanProperty
and defaults to True.New in version 1.10.0.
-
popup
¶ (internal) Used to store the current popup when it is shown.
popup
is anObjectProperty
and defaults to None.
Whether to show ‘hidden’ filenames. What that means is operating-system-dependent.
show_hidden
is anBooleanProperty
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 anObjectProperty
and defaults to None.
-
-
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 aSwitch
widget. By default, 0 and 1 are used for values: you can change them by settingvalues
.-
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 aListProperty
and defaults to [‘0’, ‘1’]
-
-
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 aLabel
widget that, when clicked, will open aPopup
with aTextinput
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 aLabel
widget that, when clicked, will open aPopup
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 aListProperty
and defaults to [].
-
popup
¶ (internal) Used to store the current popup when it is shown.
popup
is anObjectProperty
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.
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
.
-
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()
andclose_settings()
.
-
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.
- panel:
-
content
¶ (internal) A reference to the panel display widget (a
ContentPanel
).content
is anObjectProperty
and defaults to None.
(internal) A reference to the sidebar menu widget.
menu
is anObjectProperty
and defaults to None.
-
-
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
andInterfaceWithSpinner
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.
- panel:
-
add_widget
(widget)[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)
- widget:
-
container
¶ (internal) A reference to the GridLayout that contains the settings panel.
container
is anObjectProperty
and defaults to None.
-
current_panel
¶ (internal) A reference to the current settings panel.
current_panel
is anObjectProperty
and defaults to None.
-
current_uid
¶ (internal) A reference to the uid of the current settings panel.
current_uid
is aNumericProperty
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 aDictProperty
and defaults to {}.
-
-
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.
(internal) Reference to the GridLayout that contains individual settings panel menu buttons.
buttons_layout
is anObjectProperty
and defaults to None.
(internal) Reference to the widget’s Close button.
buttons_layout
is anObjectProperty
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 aContentPanel
.selected_uid
is aNumericProperty
and defaults to 0.
-
Slider¶

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])
-
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aNumericProperty
and defaults to 36sp.
-
border_horizontal
¶ Border used to draw the slider background in horizontal orientation.
border_horizontal
is aListProperty
and defaults to [0, 18, 0, 18].
-
border_vertical
¶ Border used to draw the slider background in vertical orientation.
border_horizontal
is aListProperty
and defaults to [18, 0, 18, 0].
-
cursor_disabled_image
¶ Path of the image used to draw the disabled slider cursor.
cursor_image
is aStringProperty
and defaults to atlas://data/images/defaulttheme/slider_cursor_disabled.
-
cursor_height
¶ Height of the cursor image.
cursor_height
is aNumericProperty
and defaults to 32sp.
-
cursor_image
¶ Path of the image used to draw the slider cursor.
cursor_image
is aStringProperty
and defaults to atlas://data/images/defaulttheme/slider_cursor.
-
cursor_size
¶ Size of the cursor image.
cursor_size
is aReferenceListProperty
of (cursor_width
,cursor_height
) properties.
-
cursor_width
¶ Width of the cursor image.
cursor_width
is aNumericProperty
and defaults to 32sp.
-
max
¶ Maximum value allowed for
value
.max
is aNumericProperty
and defaults to 100.
-
min
¶ Minimum value allowed for
value
.min
is aNumericProperty
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.
- touch:
-
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 anOptionProperty
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 aNumericProperty
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 aReferenceListProperty
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 aOptionProperty
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
step
is aNumericProperty
and defaults to 1.
-
value
¶ Current value used for the slider.
value
is aNumericProperty
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 anAliasProperty
.
-
value_pos
¶ Position of the internal cursor, based on the normalized value.
value_pos
is anAliasProperty
.
-
value_track
¶ Decides if slider should draw the line indicating the space between
min
andvalue
properties values.value_track
is aBooleanProperty
and defaults to False.
-
value_track_color
¶ Color of the
value_line
in rgba format.value_track_color
is aListProperty
and defaults to [1, 1, 1, 1].
-
value_track_width
¶ Width of the track line.
value_track_width
is aNumericProperty
and defaults to 3dp.
-
Spinner¶
New in version 1.4.0.

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, 'have text', text)
spinner.bind(text=show_selected_value)
runTouchApp(spinner)
-
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 anObjectProperty
and defaults toDropDown
.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 aBooleanProperty
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 anObjectProperty
and defaults toSpinnerOption
.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 aBooleanProperty
and defaults to False.
-
text_autoupdate
¶ Indicates if the spinner’s
text
should be automatically updated with the first value of thevalues
property. Setting it to True will cause the spinner to update itstext
property every time attr:values are changed.New in version 1.10.0.
text_autoupdate
is aBooleanProperty
and defaults to False.
-
values
¶ Values that can be selected by the user. It must be a list of strings.
values
is aListProperty
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 aButton
with a size_hint_y of None and a height of48dp
.
Splitter¶
New in version 1.5.0.

The Splitter
is a widget that helps you re-size it’s 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)[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)
- widget:
-
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 aListProperty
and defaults to (4, 4, 4, 4).
-
clear_widgets
()[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.
-
keep_within_parent
¶ If True, will limit the splitter to stay within its parent widget.
keep_within_parent
is aBooleanProperty
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 aNumericProperty
and defaults to 500pt.
-
min_size
¶ Specifies the minimum size beyond which the widget is not resizable.
min_size
is aNumericProperty
and defaults to 100pt.
-
remove_widget
(widget, *largs)[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)
- widget:
-
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
andmax_size
. As long as these attributes can be satisfied, this stops theSplitter
from exceeding the parent size during rescaling.rescale_with_parent
is aBooleanProperty
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 anOptionProperty
and defaults to left.
-
strip_cls
¶ Specifies the class of the resize Strip.
strip_cls
is ankivy.properties.ObjectProperty
and defaults toSplitterStrip
, which is of typeButton
.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 aNumericProperty
defaults to 10pt
Stack Layout¶

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)

-
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 akivy.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 aReferenceListProperty
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 akivy.properties.NumericProperty
and defaults to 0.
-
orientation
¶ Orientation of the layout.
orientation
is anOptionProperty
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 aVariableListProperty
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 aVariableListProperty
and defaults to [0, 0].
-
Stencil View¶

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.


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.
-
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 aBooleanProperty
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 aNumericProperty
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.
- touch:
-
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 anObjectProperty
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 aNumericProperty
and defaults to 0.
-
TabbedPanel¶

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 aStringProperty
and defaults to a transparent image.
-
border
¶ Border property for the
background_image
.border
is aListProperty
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, index=0)[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)
- widget:
-
background_color
¶ Background color, in the format (r, g, b, a).
background_color
is aListProperty
and defaults to [1, 1, 1, 1].
-
background_disabled_image
¶ Background image of the main shared content object when disabled.
New in version 1.8.0.
background_disabled_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/tab’.
-
background_image
¶ Background image of the main shared content object.
background_image
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/tab’.
-
border
¶ Border used for
BorderImage
graphics instruction, used itself forbackground_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 aListProperty
and defaults to (16, 16, 16, 16)
-
clear_widgets
(**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.
-
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 anObjectProperty
and defaults to ‘None’.
-
current_tab
¶ Links to the currently selected or active tab.
New in version 1.4.0.
current_tab
is anAliasProperty
, 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 anAliasProperty
.
-
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 anObjectProperty
and defaults to TabbedPanelHeader. If you set a string, theFactory
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 anAliasProperty
.
-
default_tab_text
¶ Specifies the text displayed on the default tab header.
default_tab_text
is aStringProperty
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 aBooleanProperty
and defaults to ‘True’.
-
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)
- widget:
-
strip_border
¶ Border to be used on
strip_image
.New in version 1.8.0.
strip_border
is aListProperty
and defaults to [4, 4, 4, 4].
-
strip_image
¶ Background image of the tabbed strip.
New in version 1.8.0.
strip_image
is aStringProperty
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.
-
tab_height
¶ Specifies the height of the tab header.
tab_height
is aNumericProperty
and defaults to 40.
-
tab_list
¶ List of all the tab headers.
tab_list
is anAliasProperty
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 anOptionProperty
and defaults to ‘top_left’.
-
tab_width
¶ Specifies the width of the tab header.
tab_width
is aNumericProperty
and defaults to 100.
-
-
class
kivy.uix.tabbedpanel.
TabbedPanelContent
(**kwargs)[source]¶ Bases:
kivy.uix.floatlayout.FloatLayout
The TabbedPanelContent 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 anObjectProperty
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.
- touch:
-
-
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, index=0)[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)
- widget:
-
-
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 anObjectProperty
and defaults to None .
-
Text Input¶
New in version 1.0.4.


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.
- (row, col) - 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(CapitalInput, self).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(FloatInput, self).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 thetext
, the updates occur on the next clock cycle and not instantly. This might cause any changes to theTextInput
that occur between the modification and the next cycle to be ignored, or to use previous values. For example, after a update to thetext
, 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 usingschedule_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 fromFocusBehavior
.keyboard_mode
,show_keyboard()
,hide_keyboard()
,focus()
, andinput_type
have been removed since they are now inherited fromFocusBehavior
.Changed in version 1.7.0: on_double_tap, on_triple_tap and on_quad_touch events added.
-
allow_copy
¶ Decides whether to allow copying the text.
New in version 1.8.0.
allow_copy
is aBooleanProperty
and defaults to True.
-
auto_indent
¶ Automatically indent multiline text.
New in version 1.7.0.
auto_indent
is aBooleanProperty
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 aStringProperty
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 aListProperty
and defaults to [1, 1, 1, 1] (white).
-
background_disabled_normal
¶ Background image of the TextInput when disabled.
New in version 1.8.0.
background_disabled_normal
is aStringProperty
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 aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/textinput’.
-
border
¶ Border used for
BorderImage
graphics instruction. Used withbackground_normal
andbackground_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 aListProperty
and defaults to (4, 4, 4, 4).
-
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 (row, col) values indicating the current cursor position. You can set a new (row, col) 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 anAliasProperty
.
-
cursor_blink
¶ 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 aBooleanProperty
and defaults to True.
-
cursor_col
¶ Current column of the cursor.
cursor_col
is anAliasProperty
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 aListProperty
and defaults to [1, 0, 0, 1].
-
cursor_pos
¶ Current position of the cursor, in (x, y).
cursor_pos
is anAliasProperty
, read-only.
-
cursor_row
¶ Current row of the cursor.
cursor_row
is anAliasProperty
to cursor[1], read-only.
-
cursor_width
¶ Current width of the cursor.
New in version 1.10.0.
cursor_width
is aNumericProperty
and defaults to ‘1sp’.
-
cut
()[source]¶ Copy current selection to clipboard then delete it from TextInput.
New in version 1.8.0.
-
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 aListProperty
and defaults to [0, 0, 0, 5] (50% transparent black).
-
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 it’s 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.
-
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
, use a font like freesans.ttf that has the glyph.
font_name
is aStringProperty
and defaults to ‘Roboto’. This value is taken fromConfig
.
-
font_size
¶ Font size of the text in pixels.
font_size
is aNumericProperty
and defaults to 15sp
.
-
foreground_color
¶ Current color of the foreground, in (r, g, b, a) format.
New in version 1.2.0.
foreground_color
is aListProperty
and defaults to [0, 0, 0, 1] (black).
-
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 aStringProperty
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 aStringProperty
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 aStringProperty
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
aAliasProperty
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 aListProperty
and defaults to [0.5, 0.5, 0.5, 1.0] (grey).
-
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 anObjectProperty
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).
-
keyboard_suggestions
¶ If True provides auto suggestions on top of keyboard. This will only work if
input_type
is set to text.New in version 1.8.0.
keyboard_suggestions
is aBooleanProperty
and defaults to True.
-
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. Useminimum_height
, which also includes padding, to get the height required to display the text properly.line_height
is aNumericProperty
, read-only.
-
line_spacing
¶ Space taken up between the lines.
New in version 1.8.0.
line_spacing
is aNumericProperty
and defaults to 0.
-
minimum_height
¶ Minimum height of the content inside the TextInput.
New in version 1.8.0.
minimum_height
is a readonlyAliasProperty
.Warning
minimum_width
is calculated based onwidth
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 aBooleanProperty
and defaults to True.
-
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.
- touch:
-
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 aVariableListProperty
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 aVariableListProperty
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 aVariableListProperty
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 aBooleanProperty
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 aStringProperty
and defaults to ‘*’.
-
paste
()[source]¶ Insert text from system
Clipboard
into theTextInput
at current cursor position.New in version 1.8.0.
-
readonly
¶ If True, the user will not be able to change the content of a textinput.
New in version 1.3.0.
readonly
is aBooleanProperty
and defaults to False.
-
replace_crlf
¶ Automatically replace CRLF with LF.
New in version 1.9.1.
replace_crlf
is aBooleanProperty
and defaults to True.
-
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 aNumericProperty
and defaults to 0.
-
scroll_y
¶ Y scrolling value of the viewport. See
scroll_x
for more information.scroll_y
is aNumericProperty
and defaults to 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 aListProperty
and defaults to [0.1843, 0.6549, 0.8313, .5].
-
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 anAliasProperty
and defaults to None, readonly.
-
selection_text
¶ Current content selection.
selection_text
is aStringProperty
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 anAliasProperty
and defaults to None, readonly.
-
suggestion_text
¶ Shows a suggestion text at the end of the current line. The feature is useful for text autocompletion, and it does not implement validation (accepting the suggested text on enter etc.). This can also be used by the IME to setup the current word being edited.
New in version 1.9.0.
suggestion_text
is aStringProperty
and defaults to ‘’.
-
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 aNumericProperty
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 anAliasProperty
.
-
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, theTextInput.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 aBooleanProperty
and defaults to True.
-
use_bubble
¶ Indicates whether the cut/copy/paste bubble is used.
New in version 1.7.0.
use_bubble
is aBooleanProperty
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 aBooleanProperty
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 aBooleanProperty
and defaults to True.
Toggle button¶

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.
Bases:
kivy.uix.behaviors.togglebutton.ToggleButtonBehavior
,kivy.uix.button.Button
Toggle button class, see module documentation for more information.
Tree View¶

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.
- node: instance of a
-
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 aBooleanProperty
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 aNumericProperty
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 aNumericProperty
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 aObjectProperty
and defaults to None.
-
minimum_height
¶ Minimum height needed to contain all children.
New in version 1.0.9.
minimum_height
is aNumericProperty
and defaults to 0.
-
minimum_size
¶ Minimum size needed to contain all children.
New in version 1.0.9.
minimum_size
is aReferenceListProperty
of (minimum_width
,minimum_height
) properties.
-
minimum_width
¶ Minimum width needed to contain all children.
New in version 1.0.9.
minimum_width
is aNumericProperty
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.
- touch:
-
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.
- node: instance of a
-
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 theroot_options
property:treeview = TreeView(root_options={ 'text': 'Root directory', 'font_size': 15})
root_options
will change the properties of theTreeViewLabel
instance. However, you cannot change the class used for root node yet.root
is anAliasProperty
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 anObjectProperty
and defaults to {}.
-
selected_node
¶ Node selected by
TreeView.select_node()
or by touch.selected_node
is aAliasProperty
and defaults to None. It is read-only.
-
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 aTreeViewNode
to create aTreeViewLabel
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 aListProperty
and defaults to [.1, .1, .1, 1].
-
even_color
¶ Background color of even nodes when the node is not selected.
bg_color
is aListProperty
ans defaults to [.5, .5, .5, .1].
-
is_leaf
¶ Boolean to indicate whether this node is a leaf or not. Used to adjust the graphical representation.
is_leaf
is aBooleanProperty
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 aBooleanProperty
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 aBooleanProperty
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 aBooleanProperty
and defaults to False.
-
level
¶ Level of the node.
level
is aNumericProperty
and defaults to -1.
-
no_selection
¶ - Boolean used to indicate whether selection of the node is allowed or
- not.
no_selection
is aBooleanProperty
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 aListProperty
and defaults to [].
-
odd
¶ This property is set by the TreeView widget automatically and is read-only.
odd
is aBooleanProperty
and defaults to False.
-
odd_color
¶ Background color of odd nodes when the node is not selected.
odd_color
is aListProperty
and defaults to [1., 1., 1., 0.].
-
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 anObjectProperty
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)
-
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 aNumericProperty
and defaults to -1.
-
eos
¶ Boolean, indicates whether the video has finished playing or not (reached the end of the stream).
eos
is aBooleanProperty
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 aBooleanProperty
and defaults to False.
-
options
¶ Options to pass at Video core object creation.
New in version 1.0.4.
options
is ankivy.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 aBooleanProperty
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 aNumericProperty
and defaults to -1.
-
seek
(percent, precise=True)[source]¶ Change the position to a percentage of duration.
Parameters: - percent: float or int
Position to seek, 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 anOptionProperty
and defaults to ‘stop’.
-
volume
¶ Volume of the video, in the range 0-1. 1 means full volume, 0 means mute.
volume
is aNumericProperty
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.

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:

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={'allow_stretch': True})
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 aBooleanProperty
defaults to True.
-
annotations
¶ If set, it will be used for reading annotations box.
annotations
is aStringProperty
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 aNumericProperty
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 it’s children within the parent.
fullscreen
is aBooleanProperty
and defaults to False.
-
image_loading
¶ Image filename used when the video is loading.
image_loading
is aStringProperty
and defaults to ‘data/images/image-loading.gif’.
-
image_overlay_play
¶ Image filename used to show a “play” overlay when the video has not yet started.
image_overlay_play
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/player-play-overlay’.
-
image_pause
¶ Image filename used for the “Pause” button.
image_pause
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/media-playback-pause’.
-
image_play
¶ Image filename used for the “Play” button.
image_play
is aStringProperty
and defaults to ‘atlas://data/images/defaulttheme/media-playback-start’.
-
image_stop
¶ Image filename used for the “Stop” button.
image_stop
is aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
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 aStringProperty
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.
- touch:
-
options
¶ Optional parameters can be passed to a
Video
instance with this property.options
aDictProperty
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 aBooleanProperty
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 aNumericProperty
and defaults to -1.
-
seek
(percent, precise=True)[source]¶ Change the position to a percentage of duration.
Parameters: - percent: float or int
Position to seek, 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 aStringProperty
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 anOptionProperty
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
aStringProperty
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 aNumericProperty
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 aNumericProperty
and defaults to 1.
-
start
¶ Start time of the annotation.
start
is aNumericProperty
and defaults to 0.
VKeyboard¶

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 aDictProperty
and defaults to {}.
-
background
¶ Filename of the background image.
background
is aStringProperty
and defaults toatlas://data/images/defaulttheme/vkeyboard_background
.
-
background_border
¶ Background image border. Used for controlling the
border
property of the background.background_border
is aListProperty
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 aListProperty
and defaults to [1, 1, 1, 1].
-
background_disabled
¶ Filename of the background image when the vkeyboard is disabled.
New in version 1.8.0.
background_disabled
is aStringProperty
and defaults toatlas://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 anObjectProperty
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 aBooleanProperty
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 aNumericProperty
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 aListProperty
and defaults to [1, 1, 1, 1].
-
key_background_down
¶ Filename of the key background image for use when a touch is active on the widget.
key_background_down
is aStringProperty
and defaults toatlas://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 aStringProperty
and defaults toatlas://data/images/defaulttheme/vkeyboard_key_normal
.
-
key_border
¶ Key image border. Used for controlling the
border
property of the key.key_border
is aListProperty
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 aStringProperty
and defaults toatlas://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 aListProperty
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 aStringProperty
and defaults to None.
-
layout_path
¶ Path from which layouts are read.
layout
is aStringProperty
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 aListProperty
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.
- touch:
-
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 attachedtarget
or not:- If
docked
is True, it will callsetup_mode_dock()
- If
docked
is False, it will callsetup_mode_free()
Feel free to overload these methods to create new positioning behavior.
- If
-
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 anObjectProperty
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 withcollide_widget()
.
We also have some default values and behaviors that you should be aware of:
- A
Widget
is not aLayout
: it will not change the position or the size of its children. If you want control over positioning or sizing, use aLayout
. - The default size of a widget is (100, 100). This is only changed if the
parent is a
Layout
. For example, if you add aLabel
inside aButton
, 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, usecollide_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 aStringProperty
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 on_touch_up()
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:
Fired when a new touch event occurs
- on_touch_move:
Fired when an existing touch moves
- on_touch_up:
Fired when an existing touch disappears
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 contructing a simple class without subclassingWidget
.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)
- widget:
-
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 aReferenceListProperty
of (center_x
,center_y
) properties.
-
center_x
¶ X center position of the widget.
center_x
is anAliasProperty
of (x
+width
/ 2.).
-
center_y
¶ Y center position of the widget.
center_y
is anAliasProperty
of (y
+height
/ 2.).
-
children
¶ List of children of this widget.
children
is aListProperty
and defaults to an empty list.Use
add_widget()
andremove_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.
-
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
- wid:
-
disabled
¶ Indicates whether this widget can interact with input or not.
disabled
is anAliasProperty
and defaults to False.Note
- Child Widgets, when added to a disabled widget, will be disabled automatically.
- 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 aBooleanProperty
to anAliasProperty
to allow access to its previous state when a parent’s disabled state is changed.
-
export_to_png
(filename, *args)[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 callingsave()
.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 usescreenshot()
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.
-
get_parent_window
()[source]¶ Return the parent window.
Returns: Instance of the parent window. Can be a WindowBase
orWidget
.
-
get_root_window
()[source]¶ Return the root window.
Returns: Instance of the root window. Can be a WindowBase
orWidget
.
-
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 aNumericProperty
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.
-
id
¶ Identifier of the widget in the tree.
id
is aStringProperty
and defaults to None.Note
The
id
is not the same asid
in the kv language. For the latter, seeids
and Kivy Language: ids.Warning
The
id
property has been deprecated and will be removed completely in future versions.
-
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 aDictProperty
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) {}
-
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.
- touch:
-
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 aNumericProperty
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 anObjectProperty
and defaults to None.
-
pos
¶ Position of the widget.
pos
is aReferenceListProperty
of (x
,y
) properties.
-
pos_hint
¶ Position hint. This property allows you to set the position of the widget inside its parent layout, in percent (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 anObjectProperty
containing a dict.
-
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.
-
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)
- widget:
-
right
¶ Right position of the widget.
right
is anAliasProperty
of (x
+width
).
-
size
¶ Size of the widget.
size
is aReferenceListProperty
of (width
,height
) properties.
-
size_hint
¶ Size hint.
size_hint
is aReferenceListProperty
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 aReferenceListProperty
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
) whensize_hint_x
is also not None.Similar to
size_hint_min_x
, except that it sets the maximum width.size_hint_max_x
is aNumericProperty
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
) whensize_hint_y
is also not None.Similar to
size_hint_min_y
, except that it sets the maximum height.size_hint_max_y
is aNumericProperty
and defaults to None.New in version 1.10.0.
-
size_hint_min
¶ Minimum size when using
size_hint
.size_hint_min
is aReferenceListProperty
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
) whensize_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 thesize_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 whensize_hint_x
is None,size_hint_min_x
doesn’t do anything.Only the
Layout
andWindow
classes make use of the hint.size_hint_min_x
is aNumericProperty
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
) whensize_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 thesize_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 whensize_hint_y
is None,size_hint_min_y
doesn’t do anything.Only the
Layout
andWindow
classes make use of the hint.size_hint_min_y
is aNumericProperty
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
andWindow
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 withsize_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 aNumericProperty
and defaults to 1.- 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_y
¶ y size hint.
size_hint_y
is aNumericProperty
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 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 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 given coordinate from window to local widget coordinates. See
relativelayout
for details on the coordinate systems.
-
to_window
(x, y, initial=True, relative=False)[source]¶ Transform local coordinates to window coordinates. See
relativelayout
for details on the coordinate systems.
-
top
¶ Top position of the widget.
top
is anAliasProperty
of (y
+height
).
-
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 withwalk()
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 aNumericProperty
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.
-
x
¶ X position of the widget.
x
is aNumericProperty
and defaults to 0.
-
y
¶ Y position of the widget.
y
is aNumericProperty
and defaults to 0.
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 2010-2018, The Kivy Authors.