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Kivy Cookbook

You're reading from   Kivy Cookbook Enhance your skills in developing multi-touch applications with Kivy

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Product type Paperback
Published in Aug 2015
Publisher
ISBN-13 9781783987382
Length 246 pages
Edition 1st Edition
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Authors (2):
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Hugo Solis Hugo Solis
Author Profile Icon Hugo Solis
Hugo Solis
Hugo Solis Hugo Solis
Author Profile Icon Hugo Solis
Hugo Solis
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Table of Contents (11) Chapters Close

Preface 1. Kivy and the Kv Language FREE CHAPTER 2. Input, Motion, and Touch 3. Events 4. Widgets 5. Graphics – Canvas and Instructions 6. Advanced Graphics – Shaders and Rendering 7. The API in Detail 8. Packaging our Apps for PC 9. Kivy for Mobile Devices Index

Introduction

Graphics are an essential element in the Kivy philosophy and this is why each widget has graphical properties (even our app root widget). Canvas is used to represent the widget's graphics that you can see both as an unlimited drawing board and as a set of drawing instructions. We have two kinds of instructions, namely, vertex and context. The context instructions are not drawing anything, but they change as the result of the vertex instructions.

Instructions can also be arranged in two subsets according to the order in which they appear in the canvas. These subsets are the canvas.before and the canvas.after instruction groups. Their creation in our app depends on the user accesses.

The principal package used to work with graphics in Kivy is kivy.graphics, which is compatible with OpenGL ES 2.0 and has many rendering optimizations.

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