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Kivy ??? Interactive Applications and Games in Python second edition
Kivy ??? Interactive Applications and Games in Python second edition

Kivy ??? Interactive Applications and Games in Python second edition: Create responsive cross-platform UI/UX applications and games in Python using the open source Kivy library

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Kivy ??? Interactive Applications and Games in Python second edition

Chapter 2. Graphics – the Canvas

Any Kivy Widget contains a Canvas object. A Kivy Canvas is a set of drawing instructions that define the graphical representation of Widget.

Tip

Be careful with the name because it tends to be confusing! A Canvas object is not what we draw on (for example, as it is in HTML5); it is a set of instructions to draw in the coordinate space.

The coordinate space refers to the place in which we draw. All the Kivy widgets share the same coordinate space, and a Canvas instance, the instructions to draw on it. A coordinate space is not restricted to the size of the window or the application screen, which means that we can draw outside of the visible area.

We will discuss how to draw and manipulate the representation of the widgets through the instructions we add to the Canvas object. Here is a list of the most important skills that we will cover:

  • Drawing basic geometric shapes (straight and curve lines, ellipses, and polygons) through vertex instructions...

Understanding the canvas

Before studying the examples of this chapter, it is important to recapitulate the following particularities related to the graphics display:

  • The coordinate space refers to the place in which we draw, which is not restricted to the windows size
  • A Canvas object is a set of instructions to draw in the coordinate space, not the place we draw in
  • All Widget objects contain their own Canvas (canvases, which we will see later) but all of them share the same coordinate space, the one in the App object.

For example, if we add a rotation instruction to a specific Canvas instance (for example, the canvas of a button), then this will also affect all the subsequent graphics instructions that are going to display graphics in the coordinate space. It doesn't matter if the graphics belong to canvases of different widgets; they all share the same coordinate space.

Therefore, we need to learn techniques to leave the coordinate space context in its original state after modifying it...

Drawing basic shapes

Before starting, let's introduce the Python code that we will reuse in all the examples of this chapter:

1. # File name: drawing.py
2. from kivy.app import App
3. from kivy.uix.relativelayout import RelativeLayout
4. 
5. class DrawingSpace(RelativeLayout):
6.     pass
7. 
8. class DrawingApp(App):
9.     def build(self):
10.         return DrawingSpace()
11. 
12. if __name__=="__main__":
13.     DrawingApp().run()

We created the subclass DrawingSpace from RelativeLayout. It could have been inherited from any Widget but using RelativeLayout is generally a good choice for graphics because we usually want to draw inside the widget, and that means relative to its position.

Let's start with the canvas. There are basically two types of instructions that we can add to a canvas: vertex instructions and context instructions.

Note

The vertex instructions inherit from the VertexInstruction base class, and allow us to draw vector shapes in the coordinate space.

The...

Adding images, colors, and backgrounds

In this section, we will discuss how to add images and colors to our graphics and how to control which graphic comes on top of which one. We continue using the same Python code of the first section. This time, we run it with a 400 x 100 screen size: python drawing.py --size=400x100. The following screenshot shows the final result of this section:

Adding images, colors, and backgrounds

Images and Colors

The following is the corresponding drawing.kv code:

64. # File name: drawing.kv (Images and colors)
65. <DrawingSpace>:
66.     canvas:
67.         Ellipse:
68.            pos: 10,10
69.            size: 80,80
70.            source: 'kivy.png'
71.         Rectangle:
72.            pos: 110,10
73.            size: 80,80
74.            source: 'kivy.png'
75.        Color: 
76.            rgba: 0,0,1,.75
77.        Line:
78.            points: 10,10,390,10
79.            width: 10
80.            cap: 'square'
81.          Color: 
82.            rgba: 0,1,0,1...

Structuring graphic instructions

Apart from the canvas instance, a Widget includes two other canvas instances: canvas.before and canvas.after.

Note

The Widget class has three sets of instructions (canvas.before, canvas, and canvas.after) to organize the order of execution. With them, we can control which elements will go to the background or stay on the foreground.

The following drawing.kv file shows an example of these three sets (lines 92, 98, and 104) of instructions:

90. # File name: drawing.kv (Before and After Canvas)
91. <DrawingSpace>:
92.    canvas.before:
93.        Color: 
94.            rgba: 1,0,0,1
95.        Rectangle:
96.            pos: 0,0
97.            size: 100,100
98.    canvas:
99.        Color: 
100.         rgba: 0,1,0,1
101.     Rectangle:
102.         pos: 100,0
103.         size: 100,100
104.  canvas.after:
105.      Color: 
106.          rgba: 0,0,1,1
107.      Rectangle:
108.          pos: 200,0
109.          size: 100,100
110.  Button:
111.      text: &apos...

Rotating, translating, and scaling the coordinate space

Rotate, Translate, and Scale are context instructions that are applied to the vertex instructions, which are displayed in the coordinate space. They could bring unexpected results if we forget that the coordinate space is shared among all widgets, and it occupies the size of the window (actually bigger than that because there is no restriction on the coordinates and we can draw outside the window). First, we are going to understand the behavior of this instruction in this section and, in the next section, we can analyze the problems they bring in a deeper way, and learn techniques to make things easier.

Let's start with the new drawing.kv code:

114. # File name: drawing.kv (Rotate, Translate and Scale)
115. <DrawingSpace>:
116.    pos_hint: {'x':.5, 'y':.5}
117.    canvas:
118.        Rectangle:
119.            source: 'kivy.png'
120.        Rotate:
121.            angle: 90
122.            axis...

Understanding the canvas


Before studying the examples of this chapter, it is important to recapitulate the following particularities related to the graphics display:

  • The coordinate space refers to the place in which we draw, which is not restricted to the windows size

  • A Canvas object is a set of instructions to draw in the coordinate space, not the place we draw in

  • All Widget objects contain their own Canvas (canvases, which we will see later) but all of them share the same coordinate space, the one in the App object.

For example, if we add a rotation instruction to a specific Canvas instance (for example, the canvas of a button), then this will also affect all the subsequent graphics instructions that are going to display graphics in the coordinate space. It doesn't matter if the graphics belong to canvases of different widgets; they all share the same coordinate space.

Therefore, we need to learn techniques to leave the coordinate space context in its original state after modifying it with...

Drawing basic shapes


Before starting, let's introduce the Python code that we will reuse in all the examples of this chapter:

1. # File name: drawing.py
2. from kivy.app import App
3. from kivy.uix.relativelayout import RelativeLayout
4. 
5. class DrawingSpace(RelativeLayout):
6.     pass
7. 
8. class DrawingApp(App):
9.     def build(self):
10.         return DrawingSpace()
11. 
12. if __name__=="__main__":
13.     DrawingApp().run()

We created the subclass DrawingSpace from RelativeLayout. It could have been inherited from any Widget but using RelativeLayout is generally a good choice for graphics because we usually want to draw inside the widget, and that means relative to its position.

Let's start with the canvas. There are basically two types of instructions that we can add to a canvas: vertex instructions and context instructions.

Note

The vertex instructions inherit from the VertexInstruction base class, and allow us to draw vector shapes in the coordinate space.

The context instructions...

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Description

If you are a Python developer who wants to create exciting and dynamic UI/UX applications that are compatible with multiple platforms, then this is the book for you. No prior experience with Kivy is required, although you should be familiar with Python and have a fair understanding of software engineering concepts such as inheritance, classes, and instances.

Who is this book for?

If you are a Python developer who wants to create exciting and dynamic UI/UX applications that are compatible with multiple platforms, then this is the book for you. No prior experience with Kivy is required, although you should be familiar with Python and have a fair understanding of software engineering concepts such as inheritance, classes, and instances.

What you will learn

  • Build responsive user interfaces (UIs) using the Kivy language and the Kivy widgets
  • Master the use of the Kivy canvas to display graphics on screen
  • Keep the UI updated on user input and screen size with Kivy properties
  • Bind and unbind Kivy events to control widgets, touches, the mouse, the keyboard, and animations
  • Scale, rotate, and translate widgets using finger gestures
  • Create and use your own gestures, and control multiple touches on the screen
  • Enhance your widgets with behaviors, animations, and transitions
  • Debug your application with the Kivy inspector
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Publication date : Jun 29, 2015
Length: 206 pages
Edition : 1st
Language : English
ISBN-13 : 9781785286926
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ISBN-13 : 9781785286926
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Table of Contents

7 Chapters
1. GUI Basics – Building an Interface Chevron down icon Chevron up icon
2. Graphics – the Canvas Chevron down icon Chevron up icon
3. Widget Events – Binding Actions Chevron down icon Chevron up icon
4. Improving the User Experience Chevron down icon Chevron up icon
5. Invaders Revenge – an Interactive Multi-touch Game Chevron down icon Chevron up icon
6. Kivy Player – a TED Video Streamer Chevron down icon Chevron up icon
Index Chevron down icon Chevron up icon

Customer reviews

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Rating distribution
Full star icon Full star icon Full star icon Half star icon Empty star icon 3.7
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4 star 30%
3 star 20%
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D Sep 13, 2016
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Very good introduction. There is tons of example code to refer back to. Tying each chapter to a complete Kivy project also helps build knowledge on how to put Kivy into action. I will definitely use this as a reference to keep fresh on Kivy concepts.
Amazon Verified review Amazon
BI_Professional Jul 18, 2019
Full star icon Full star icon Full star icon Full star icon Full star icon 5
I like this book as it covers the concepts with examples. The subject area is appropriate for someone with Python programming knowledge who wants to learn Kivy.
Amazon Verified review Amazon
Amazon Customer Dec 28, 2018
Full star icon Full star icon Full star icon Full star icon Full star icon 5
Great
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Shawn K. Gordon Aug 17, 2018
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
Usually, nothing beats the developer documentation and this isn't an exception to that. This book, as with all development and programming books, is subject to the pace of platform evolution.Kivy isn't overly difficult to comprehend but the challenge is to use it effectively. Although tkinter is the staple, Kivy offered Python devs an opportunity to break away from a Windows 3.1 GUI look and feel. This book serves as a good intermediate level idea and concept guide for people who spent some time with Kivy but aren't too certain on what they should do with the platform. Sadly, as Kivy has evolved, some of the material in this book doesn't apply as demonstrated or as the book suggests, but that's a problem inherent with most software books for outdated versions, particularly in Python.
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Ben Rousch Aug 27, 2015
Full star icon Full star icon Full star icon Full star icon Empty star icon 4
This second edition of "Kivy - Interactive Applications and Games in Python" is much improved from the first edition. The atrocious grammar throughout the first edition book has mostly been fixed, although it's still worse than what I expect from a professionally edited book. The new chapters showcase current Kivy features while reiterating how to build a basic Kivy app, and the book covers an impressive amount material in its nearly 185 pages. I think this is due largely to the efficiency and power of coding in Python and Kivy, but also to the carefully-chosen projects the author selected for his readers to create. Despite several indentation issues in the example code and the many grammar issues typical of Packt's books, I can now recommend this book for intermediate to experienced Python programmers who are looking to get started with Kivy.Chapter one is a good, quick introduction to a minimal Kivy app, layouts, widgets, and their properties.Chapter two is an excellent introduction and exploration of basic canvas features and usage. This is often a difficult concept for beginners to understand, and this chapter handles it well.Chapter three covers events and binding of events, but is much denser and difficult to grok than chapter two. It will likely require multiple reads of the chapter to get a good understanding of the topic, but if you're persistent, everything you need is there.Chapter four contains a hodge-podge of Kivy user interface features. Screens and scatters are covered well, but gestures still feel like magic. I have yet to find a good in-depth explanation of gestures in Kivy, so this does not come as a surprise. Behaviors is a new feature in Kivy and a new section in this second edition of the book. Changing default styles is also covered in this chapter. The author does not talk about providing a custom atlas for styling, but presents an alternative method for theming involving Factories.In chapter six the author does a good job of covering animations, and introduces sounds, the clock, and atlases. He brings these pieces together to build a version of Space Invaders, in about 500 lines of Python and KV. It ends up a bit code-dense, but the result is a fun game and a concise code base to play around with.In chapter seven the author builds a TED video player including subtitles and an Android actionbar. There is perhaps too much attention paid to the VideoPlayer widget, but the resulting application is a useful base for creating other video applications.
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