In my KV file, I have created a Spinner widget on my window with about 10 items in it. However when I open the dropdown, it fills the whole vertical space of the window.
I've found a few solutions online, but they only show it with direct Python code.
Example:
spinner = Spinner(text='Test', values=('Hi', 'how', 'are', 'you', '?'))
spinner.dropdown_cls.max_height = 100
Here is my current KV code:
Spinner:
size_hint_x: None
width: 300
font_size: 30
text: "Static"
values: "Static", "Breathing", "Spectrum Cycle", "Rainbow", "Wipe", "Bullet", "Strobe", "Starlight", "Nightlight"
My question is how do I set the 'dropdown_cls.max_height' property in my KV code?
Solution
In the kv file, do the following. Please refer to snippets and example for details.
DropDown max_height
Create a class rule, <MyDropdown#DropDown>: and add max_height: 100.
<MyDropdown#DropDown>:
max_height: 100
Spinner fills whole vertical window space
Replace size_hint_x: None with size_hint: (None, None) to prevent Spinner from filling the whole vertical space of the window.
Example
main.py
from kivy.lang import Builder
from kivy.base import runTouchApp
runTouchApp(Builder.load_string('''
#:import Factory kivy.factory.Factory
<MySpinnerOptions#SpinnerOption>:
background_color: .4, .4, .4, 1
<MyDropdown#DropDown>:
max_height: 100
<MySpinner#Spinner>:
size_hint: (None, None)
width: 300
font_size: 30
text: "Static"
values: "Static", "Breathing", "Spectrum Cycle", "Rainbow", "Wipe", "Bullet", "Strobe", "Starlight", "Nightlight"
dropdown_cls: Factory.MyDropdown
option_cls: Factory.MySpinnerOptions
GridLayout:
cols: 1
MySpinner:
'''))
Output
Related
I want to display an Image when I drag a .png into a specific area of my Kivy window. I've been trying to visualize the bounding area of my widgets and layouts using
canvas.before:
Color:
rgb: 1, 0, 0
Rectangle:
pos: self.pos
size: self.size
However I'm not convinced I understand this yet, because of the behavior I get with the following:
#!/usr/bin/env python3
# -*- coding: utf-8 -*-
"""
Created on Sun Nov 20 08:42:50 2022
#author: erik
"""
import kivy
kivy.require('2.1.0')
from kivy.app import App
from kivy.lang import Builder
from kivy.uix.boxlayout import BoxLayout
from kivy.properties import StringProperty
from kivy.core.window import Window
Builder.load_string('''
<MyLayout>:
padding: 20,20, 20, 20
id: img_box
orientation: 'vertical'
size_hint_min_x: self.minimum_width
size_hint_min_y: self.minimum_height
canvas.before:
Color:
rgb: 1, 0, 0
Rectangle:
pos: self.pos
size: self.size
Splitter:
sizable_from: 'bottom'
id: dig_img_spltr
canvas.before:
Color:
rgb: 1, 1, 0
Rectangle:
pos: self.pos
size: self.size
#keep_within_parent: True
rescale_with_parent: True
Image:
id: dig_img
Button:
text: 'hello'
size_hint: .6,.6
pos_hint: {'center_x': .5, 'center_y':.5}
''')
class MyLayout(BoxLayout):
digimgfilePath = StringProperty('')
def __init__(self, **kwargs):
super(MyLayout, self).__init__(**kwargs)
Window.bind(on_drop_file=self._on_file_drop)
def _on_file_drop(self, window, filename, x, y):
'''
Documentataion for on_drop_file
doesn't show window parameter. I
found this out with locals()
'''
print(f'x: {x}')
print(f'y: {y}')
x_lower_bound = self.ids.dig_img_spltr.pos[0]
x_upper_bound = self.ids.dig_img_spltr.pos[0] + self.ids.dig_img_spltr.width
y_lower_bound = self.ids.dig_img_spltr.pos[1]
y_upper_bound = self.ids.dig_img_spltr.pos[1] + self.ids.dig_img_spltr.height
print(f'xlb {x_lower_bound}')
print(f'xub {x_upper_bound}')
print(f'ylb {y_lower_bound}')
print(f'yub {y_upper_bound}')
print()
#if x_lower_bound < x < x_upper_bound and y_lower_bound < y < y_upper_bound:
if self.ids.dig_img_spltr.collide_point(x,y):
self.digimgfilePath = filename.decode("utf-8") # convert byte to string
self.ids.dig_img.source = self.digimgfilePath
self.ids.dig_img.reload() # reload image
class sliderdropApp(App):
def build(self):
return MyLayout()
if __name__ == '__main__':
sliderdropApp().run()
What I want, and expect, is for a image (.png for example) to be displayed when I drop the file into the area above the splitter. But I can't make sense of the area where collide_point returns True. It returns True when I drop the file within some un-explainable margin above and below the splitter. After I do get an image to display, the splitter canvas does to turn yellow above the splitter. Is this yellow area defined by the canvas not the same area of the splitter? Why doesn't collide_point return True when I drop on the area colored by the splitter's canvas?
The y dimension from the on_drop_file event is inverted from the window coordinates. If I send (x, Window.size[1] - y) to collide_point, it works as I expect and intent it to.
I have a simple problem to which I cannot seem to find a straight answer. I am trying to, on a click of a child button, increase the parent layout width by a specific increment.
Here is an example of what I am trying to achieve:
GridLayout:
width: 200
size_hint_x: None
cols:1
Button:
size_hint:1, 0.07
text:"Add"
on_release: root.parent.width + 100
Button:
size_hint:1, 0.07
text:"Remove"
on_release: root.parent.width - 100
In this simple example by pressing the Add button should add 100 width to the parent grid layout and visa versa with the Remove button. However, not sure how to call the change of width with on_release: root.parent.width.
Any ideas?
When you refer to root.parent you are referring to whatever is containing the GridLayout that appears in your kv. If you want to adjust the size of the GridLayout, just use root.width. Also, using the + operator does not change the value, it just adds to value and returns the result. Try changing your kv to:
GridLayout:
width: 200
size_hint_x: None
cols:1
Button:
size_hint:1, 0.07
text:"Add"
on_release: root.width += 100
Button:
size_hint:1, 0.07
text:"Remove"
on_release: root.width -= 100
I have a problem with updating a label text: id: time_ // the strange thing is , i can read(print) with self.ids.time_.text. Merci for help
class Scroll(Screen):
def __init__(self, **kwargs):
super(Scroll, self).__init__(**kwargs)
self.sec = 0
self.min = 0
def Label_updater(self,time):
print(self.ids.time_.text)
#self.ids.time_.text= str(time)
self.ids.time_.text='new_ text'
def start_timer(self, *args):
self.sec += 1
self.time = f'00:0{self.sec}'
self.Label_updater(self.time)
def on_start(self):
Clock.schedule_interval(self.start_timer, 1)
kivy file :
<Scroll>:
id: scroll_id
canvas:
Color:
rgba: 149 / 250.0, 77 / 250.0, 114 / 250.0, 0.9
Rectangle:
pos: self.pos
size: self.size
BoxLayout:
spacing:7
padding:10
size_hint:(1,0.1)
pos_hint:{'top':1,'b':1}
Label:
id: score
text: 'Score: 00'
Label:
id: level
text: 'Level: 01'
Label:
id: time_
size_hint: (1.0, 0.83)
text: '00:00'
color: 'red'
BoxLayout:
size_hint:(1,0.9)
GamePage:
padding: 20,20,20,20
will try to explain the probleme with some pictures
in class GamePage i did create some Buttons with callback = pressed( )
in pressed from there u see the starter object activating start_timer() (( this will start the timer ))
enter image description here
enter image description here
when i push a Button ---> everything is working fine till i can print(self.ids.time_.text) and i see in logfile the timer working
but in the screen the Label text still 00:00
enter image description here
but if i press the button ( added from the kivy file ) everything is working fine
i want to start the timer when i push any button
enter image description here
I'm trying to create a simple Kivy function that counts and updates the display in the label as either a variable or a variable that has been converted to string. Using Python 3.7 and Kivy 1.10.1
I've been reading previous questions related to labels, but they don't seem to fix my issue. Thanks.
from kivy.base import runTouchApp
from kivy.lang import Builder
from kivy.uix.screenmanager import Screen
import time
class SomeData():
num = 0
while num < 1000:
time.sleep(1)
num+=1
class FirstScreen (Screen):
runTouchApp(Builder.load_string('''
ScreenManager:
FirstScreen:
<FirstScreen>
BoxLayout:
orientation: 'vertical'
GridLayout:
cols: 3
spacing: '10dp'
Button:
Button:
Button:
Label:
size_hint_y: None
text: "Below is a scroll of numbers."
ScrollView:
Label:
text_size: self.width, None
size_hint_y: None
height: self.texture_size[1]
halign: 'left'
valign: 'top'
text: (num)
'''))
The file never creates the Kivy screen and num variable is considered an error in the text label.
Here is a version for your code that will, at least, display:
from kivy.base import runTouchApp
from kivy.lang import Builder
from kivy.properties import NumericProperty
from kivy.uix.screenmanager import Screen
#import time
# class SomeData:
# num = 0
# while num < 1000:
# time.sleep(1)
# num+=1
class FirstScreen (Screen):
num = NumericProperty(7)
runTouchApp(Builder.load_string('''
ScreenManager:
FirstScreen:
<FirstScreen>
BoxLayout:
orientation: 'vertical'
GridLayout:
cols: 3
spacing: '10dp'
Button:
Button:
Button:
Label:
size_hint_y: None
text: "Below is a scroll of numbers."
ScrollView:
Label:
text_size: self.width, None
size_hint_y: None
height: self.texture_size[1]
halign: 'left'
valign: 'top'
text: str(root.num)
'''))
The SomeData class is commented out, since it does nothing but delay the display. Also, note that changing the value of num in a loop will not create a list of numbers, but will just change the number that is displayed in the Label. There is no need to import the time too. So, commented it.
I'm learning kivy and doing the pong tutorial. All I get is a black window. I added a print('test') in the pong.kv file and received an error, so the main.py file is finding pong.kv. Both files are in the same directory. I'm using python v3.6 and kivy v1.10.0
Question - Why am I not getting any output from the pong.kv file?
from kivy.app import App
from kivy.uix.widget import Widget
from kivy.uix.label import Label
from kivy.graphics import Rectangle
class PongGame(Widget):
pass
class pongApp(App):
def build(self):
return PongGame()
if __name__ == '__main__':
pongApp().run()
This is the pong.kv file,
#:kivy 1.10.0
<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"