Book Image

Kivy: Interactive Applications in Python

By : Roberto Ulloa
4 (1)
Book Image

Kivy: Interactive Applications in Python

4 (1)
By: Roberto Ulloa

Overview of this book

Mobiles and tablets have brought with them a dramatic change in the utility of applications. Compatibility has become essential, and this has increased the kind of interaction that users expect: gestures, multi-touches, animations, and magic pens. Kivy is an open source Python solution that covers these market needs with an easy-to-learn and rapid development approach. Kivy is growing fast and gaining attention as an alternative to the established developing platforms. Kivy: Interactive Applications in Python quickly introduces you to the Kivy development methodology. You will learn some examples of how to use many of the Kivy components, as well as understand how to integrate and combine them into big projects. This book serves as a reference guide and is organized in such a way that once finished, you will have already completed your first project. You will start by learning the Kivy Language for building User Interfaces (UI) and vector figures. We then proceed to the uses of Kivy events and properties to glue the UI with the application logic. You then go on to build an entire User Interface (UI) starting from a hand-made sketch. Furthermore, you will go on to understand how to use the canvas and drawing instructions to create different types of geometrical figures. Finally, you will be introduced to a big set of interactive and smooth features: transformations (scale, rotate, and translate), gestures, animations, scheduling tasks, and multi-touch elements. Kivy: Interactive Applications in Python expands your knowledge by introducing various components that improve the User Experience (UX). Towards the end of the book, you will be confident to utilize Kivy components and strategies to start any application or game you have in mind.
Table of Contents (13 chapters)
Kivy: Interactive Applications in Python
Credits
About the Author
Acknowledgments
About the Reviewers
www.PacktPub.com
Preface
Index

Chapter 2. Graphics – The Canvas

Any Kivy Widget contains a Canvas object. Be careful with the name because it might be confusing:

Note

A Canvas is not the place where we draw. Instead, a Canvas contains all the drawing instructions that will render the graphical representation of the Widget.

The coordinate space refers to the place where we draw, what you might have thought to be the canvas is in the first place. In this chapter, you are going to learn how to draw and manipulate the representation of the widgets through the instructions that we add to the Canvas instances:

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

  • Using colors and rotating, translating, and scaling the coordinate space through the context instructions

  • The difference between vertex and context instructions and how they complement each other

  • The three different sets of instructions of the Canvas that we can use to modify the order of execution

  • Storing and retrieving...