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

Binding and unbinding events – sizing limbs and heads


In the previous two sections we override basic events to perform actions we wanted. In this section you will learn how to bind and unbind events dynamically. It was quite an easy job to add our Stickman because it is a Widget, but what about the graphics, the circle and the rectangle? We could create some widgets for them just as we did with the Stickman class but let's attempt something braver. Instead of just clicking on the drawing space, let's drag the mouse on its border to decide the size of the circle or line:

Using mouse to set the size

Once we finish the dragging (and we are satisfied with the size), let's dynamically create a DraggableWidget instance which contains the figures, so we can also drag them over the DrawingSpace instance. The following class diagram will help us to understand the whole inheritance structure of the toolbox.py file:

Class diagram of the tool buttons

The diagram includes the ToolButton and ToolsStickman...