Merge branch 'uix-screenmanager'

This commit is contained in:
Mathieu Virbel 2012-07-13 02:10:16 +02:00
commit 04b405669f
10 changed files with 828 additions and 6 deletions

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@ -0,0 +1,84 @@
from kivy.app import App
from kivy.uix.screenmanager import ScreenManager, Screen
from kivy.properties import NumericProperty
from kivy.lang import Builder
Builder.load_string('''
#:import random random.random
#:import SlideTransition kivy.uix.screenmanager.SlideTransition
#:import SwapTransition kivy.uix.screenmanager.SwapTransition
#:import WipeTransition kivy.uix.screenmanager.WipeTransition
#:import FadeTransition kivy.uix.screenmanager.FadeTransition
<CustomScreen>:
hue: random()
canvas:
Color:
hsv: self.hue, .5, .3
Rectangle:
size: self.size
Label:
font_size: 42
text: root.name
Button:
text: 'Next screen'
size_hint: None, None
pos_hint: {'right': 1}
size: 150, 50
on_release: root.manager.current = root.manager.next()
Button:
text: 'Previous screen'
size_hint: None, None
size: 150, 50
on_release: root.manager.current = root.manager.previous()
BoxLayout:
size_hint: .5, None
height: 250
pos_hint: {'center_x': .5}
orientation: 'vertical'
Button:
text: 'Use SlideTransition with "up" direction'
on_release: root.manager.transition = SlideTransition(direction="up")
Button:
text: 'Use SlideTransition with "down" direction'
on_release: root.manager.transition = SlideTransition(direction="down")
Button:
text: 'Use SlideTransition with "left" direction'
on_release: root.manager.transition = SlideTransition(direction="left")
Button:
text: 'Use SlideTransition with "right" direction'
on_release: root.manager.transition = SlideTransition(direction="right")
Button:
text: 'Use SwapTransition'
on_release: root.manager.transition = SwapTransition()
Button:
text: 'Use WipeTransition'
on_release: root.manager.transition = WipeTransition()
Button:
text: 'Use FadeTransition'
on_release: root.manager.transition = FadeTransition()
''')
class CustomScreen(Screen):
hue = NumericProperty(0)
class ScreenManagerApp(App):
def build(self):
root = ScreenManager()
for x in xrange(4):
root.add_widget(CustomScreen(name='Screen %d' % x))
return root
if __name__ == '__main__':
ScreenManagerApp().run()

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@ -69,12 +69,18 @@ from kivy.clock import Clock
class Animation(EventDispatcher):
'''Create an animation definition that can be used to animate a Widget
.. versionchanged:: 1.4.0
Added s/step parameter.
:Parameters:
`duration` or `d`: float, default to 1.
Duration of the animation, in seconds
`transition` or `t`: str or func
Transition function for animate properties. It can be the name of a
method from :class:`AnimationTransition`
`step` or `s`: float
Step in milliseconds of the animation. Default to 1 / 60.
:Events:
`on_start`: widget
@ -99,9 +105,10 @@ class Animation(EventDispatcher):
self._clock_installed = False
self._duration = kw.get('d', kw.get('duration', 1.))
self._transition = kw.get('t', kw.get('transition', 'linear'))
self._step = kw.get('s', kw.get('step', 1. / 60.))
if isinstance(self._transition, basestring):
self._transition = getattr(AnimationTransition, self._transition)
for key in ('d', 't', 'duration', 'transition'):
for key in ('d', 't', 's', 'step', 'duration', 'transition'):
kw.pop(key, None)
self._animated_properties = kw
self._widgets = {}
@ -210,7 +217,7 @@ class Animation(EventDispatcher):
def _clock_install(self):
if self._clock_installed:
return
Clock.schedule_interval(self._update, 1 / 60.)
Clock.schedule_interval(self._update, self._step)
self._clock_installed = True
def _clock_uninstall(self):

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@ -105,7 +105,7 @@ class WindowPygame(WindowBase):
try:
filename_icon = Config.get('kivy', 'window_icon')
if filename_icon == '':
logo_size = 512 if platform() == 'darwin' else 32
logo_size = 512 if platform() == 'macosx' else 32
filename_icon = join(kivy_home_dir, 'icon', 'kivy-icon-%d.png' %
logo_size)
self.set_icon(filename_icon)

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@ -748,3 +748,12 @@
size: 32, 32
pos: int(self.center_x - 16), int(self.center_y - 16)
# =============================================================================
# Relative Layout
# =============================================================================
<RelativeLayout>:
do_translation: False
do_rotation: False
do_scale: False
auto_bring_to_front: False

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@ -82,6 +82,7 @@ r('BubbleButton', module='kivy.uix.bubble')
r('Camera', module='kivy.uix.camera')
r('CheckBox', module='kivy.uix.checkbox')
r('FloatLayout', module='kivy.uix.floatlayout')
r('RelativeLayout', module='kivy.uix.relativelayout')
r('FileChooserListView', module='kivy.uix.filechooser')
r('FileChooserIconView', module='kivy.uix.filechooser')
r('Image', module='kivy.uix.image')
@ -95,6 +96,8 @@ r('ScatterPlane', module='kivy.uix.scatter')
r('ScrollView', module='kivy.uix.scrollview')
r('Settings', module='kivy.uix.settings')
r('Slider', module='kivy.uix.slider')
r('Screen', module='kivy.uix.screenmanager')
r('ScreenManager', module='kivy.uix.screenmanager')
r('StackLayout', module='kivy.uix.stacklayout')
r('StencilView', module='kivy.uix.stencilview')
r('Switch', module='kivy.uix.switch')
@ -105,6 +108,11 @@ r('ToggleButton', module='kivy.uix.togglebutton')
r('TreeView', module='kivy.uix.treeview')
r('TreeViewLabel', module='kivy.uix.treeview')
r('TreeViewNode', module='kivy.uix.treeview')
r('ShaderTransition', module='kivy.uix.screenmanager')
r('SlideTransition', module='kivy.uix.screenmanager')
r('SwapTransition', module='kivy.uix.screenmanager')
r('WipeTransition', module='kivy.uix.screenmanager')
r('FadeTransition', module='kivy.uix.screenmanager')
r('Video', module='kivy.uix.video')
r('VideoPlayer', module='kivy.uix.videoplayer')
r('VideoPlayerVolume', module='kivy.uix.videoplayer')

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@ -17,7 +17,7 @@ instructions like this example::
'''
__all__ = ('ClearColor', 'ColorBuffers')
__all__ = ('ClearColor', 'ClearBuffers')
include "config.pxi"

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@ -38,5 +38,10 @@ Read first: :doc:`api-kivy.uix.widget`
:doc:`api-kivy.uix.scatter`, :doc:`api-kivy.uix.stencilview`
- **Screen manager**: Manage screens, and transition when switching from one to
another.
:doc:`api-kivy.uix.screenmanager`
----
'''

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@ -35,7 +35,7 @@ For example, if you create a FloatLayout with size of (300, 300)::
::
# If you want to create a button that will always be the size of layout
# If you want to create a button that will always be the size of layout
# minus 20% on each side:
button = Button(text='Hello world', size_hint=(.6, .6),
pos_hint={'x':.2, 'y':.2})
@ -53,7 +53,7 @@ For example, if you create a FloatLayout with size of (300, 300)::
'''
__all__ = ('FloatLayout', )
__all__ = ('FloatLayout', 'RelativeFloatLayout')
from kivy.uix.layout import Layout
@ -119,3 +119,4 @@ class FloatLayout(Layout):
pos = self._trigger_layout,
pos_hint = self._trigger_layout)
return super(Layout, self).remove_widget(widget)

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@ -0,0 +1,56 @@
'''
Relative Layout
===============
.. versionadded:: 1.4.0
This layout allow you to set relative coordinate for children. If you want
absolute positioning, check :class:`~kivy.uix.floatlayout.FloatLayout`.
The :class:`RelativeFloatLayout` class behaves just like the regular Float
Layout, except that it's child widgets are positioned relative to the layout.
For example, if you create a RelativeFloatLayout, add a widgets with
position = (0,0), the child widget will also move, when you change the
position of the RelativeFloatLayout. The child widgets coordiantes remain
(0,0), i.e. they are relative to the containing layout.
..note::
The :class:`RelativeFloatLayout` is implemented as a :class`FloatLayout`
inside a :class:`Scatter`.
.. warning::
Since the actual RelativeFloatLayout is a Scatter, its add_widget and
remove_widget functions are overwritten to add children to the embedded
FloatLayout (accessible as `content` property of RelativeFloatLayout)
automatically. So if you want to access the added child elements,
you need self.content.children, instead of self.children.
'''
from kivy.uix.scatter import Scatter
from kivy.uix.floatlayout import FloatLayout
from kivy.properties import ObjectProperty
class RelativeLayout(Scatter):
'''RelativeLayout class, see module documentation for more information.
'''
content = ObjectProperty()
def __init__(self, **kw):
self.content = FloatLayout()
super(RelativeLayout, self).__init__(**kw)
super(RelativeLayout, self).add_widget(self.content)
self.bind(size=self.update_size)
def update_size(self, instance, size):
self.content.size = size
def add_widget(self, *l):
self.content.add_widget(*l)
def remove_widget(self, *l):
self.content.remove_widget(*l)

652
kivy/uix/screenmanager.py Normal file
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@ -0,0 +1,652 @@
'''
Screen Manager
==============
.. versionadded:: 1.4.0
.. warning::
This widget is still experimental, and his API is subject to change in a
future version.
The screen manager is a widget dedicated to manage multiple screens on your
application. The default :class:`ScreenManager` display only one
:class:`Screen` at time, and use a :class:`TransitionBase` to switch from one to
another Screen.
Multiple transitions are supported, based of moving the screen coordinate /
scale, or even do fancy animation using custom shaders.
Basic Usage
-----------
Let's construct a Screen Manager with 4 named screen. When you are creating
screen, you absolutely need to give a name to it::
from kivy.uix.screenmanager import ScreenManager, Screen
# Create the manager
sm = ScreenManager()
# Add few screens
for i in xrange(4):
screen = Screen(name='Title %d' % i)
sm.add_widget(sm)
# By default, the first screen added into the ScreenManager will be
# displayed. Then, you can change to another screen:
# Let's display the screen named 'Title 2'
# The transition will be automatically used.
sm.current = 'Title 2'
Please note that by default, a :class:`Screen` display nothing, it's just a
:class:`~kivy.uix.relativelayout.RelativeLayout`. You need to use that class as
a root widget for your own screen. Best way is to subclass.
Here is an example with a 'Menu Screen', and a 'Setting Screen'::
from kivy.lang import Builder
from kivy.uix.screenmanager import ScreenManager, Screen
# Create both screen. Please note the root.manager.current: this is how you
# can control the ScreenManager from kv. Each screen have by default a
# property manager that give you the instance of the ScreenManager used.
Builder.load_string("""
<MenuScreen>:
BoxLayout:
Button:
text: 'Goto settings'
on_press: root.manager.current = 'settings'
Button:
text: 'Quit'
<SettingsScreen>:
BoxLayout:
Button:
text: 'My setting button'
Button:
text: 'Back to menu'
on_press: root.manager.current = 'menu'
""")
# Declare both screen
class MenuScreen(Screen):
pass
class SettingsScreen(Screen):
pass
# Create the screen manager
sm = ScreenManager()
sm.add_widget(MenuScreen(name='menu'))
sm.add_widget(SettingsScreen(name='settings'))
Changing transition
-------------------
You have multiple transition available by default, such as:
- :class:`SlideTransition` - slide screen in/out, from any direction
- :class:`SwapTransition` - implementation of the iOS swap transition
- :class:`FadeTransition` - shader to fade in/out the screens
- :class:`WipeTransition` - shader to wipe from right to left the screens
You can easily switch to a new transition by changing the
:data:`ScreenManager.transition` property::
sm = ScreenManager(transition=FadeTransition())
.. note::
Currently, all Shader based Transition doesn't have any anti-aliasing. This
is because we are using FBO, and don't have any logic to do supersampling on
them. This is a know issue, and working to have a transparent implementation
that will give the same result as it would be rendered on the screen.
To be more concrete, if you see sharped-text during the animation, it's
normal.
'''
__all__ = ('Screen', 'ScreenManager', 'ScreenManagerException',
'TransitionBase', 'ShaderTransition', 'SlideTransition', 'SwapTransition',
'FadeTransition', 'WipeTransition')
from kivy.event import EventDispatcher
from kivy.uix.floatlayout import FloatLayout
from kivy.properties import StringProperty, ObjectProperty, \
NumericProperty, ListProperty, OptionProperty
from kivy.animation import Animation, AnimationTransition
from kivy.uix.relativelayout import RelativeLayout
from kivy.lang import Builder
from kivy.graphics.transformation import Matrix
from kivy.graphics import RenderContext, Rectangle, Fbo, \
ClearColor, ClearBuffers, BindTexture
class ScreenManagerException(Exception):
pass
class Screen(RelativeLayout):
'''Screen is an element intented to be used within :class:`ScreenManager`.
Check module documentation for more information.
'''
name = StringProperty('')
'''
Name of the screen, must be unique within a :class:`ScreenManager`. This is
the name used for :data:`ScreenManager.current`
:data:`name` is a :class:`~kivy.properties.StringProperty`, default to ''
'''
manager = ObjectProperty()
'''Screen manager object, set when the screen is added within a manager.
:data:`manager` is a :class:`~kivy.properties.ObjectProperty`, default to
None, read-only.
'''
transition_alpha = NumericProperty(0.)
'''Value that represent the completion of the current transition, if any is
occuring.
If a transition is going on, whatever is the mode, the value will got from 0
to 1. If you want to know if it's an entering or leaving animation, check
the :data:`transition_state`
:data:`transition_alpha` is a :class:`~kivy.properties.NumericProperty`,
default to 0.
'''
transition_state = OptionProperty('out', options=('in', 'out'))
'''Value that represent the state of the transition:
- 'in' if the transition is going to show your screen
- 'out' if the transition is going to hide your screen
After the transition is done, the state will stay on the last one (in or
out).
:data:`transition_state` is an :class:`~kivy.properties.OptionProperty`,
default to 'out'.
'''
def __repr__(self):
return '<Screen name=%r>' % self.name
class TransitionBase(EventDispatcher):
'''Transition class is used to animate 2 screens within the
:class:`ScreenManager`. This class act as a base for others implementation,
like :class:`SlideTransition`, :class:`SwapTransition`.
:Events:
`on_progress`: Transition object, progression float
Fired during the animation of the transition
`on_complete`: Transition object
Fired when the transition is fininshed.
'''
screen_out = ObjectProperty()
'''Property that contain the screen to hide.
Automatically set by the :class:`ScreenManager`.
:class:`screen_out` is a :class:`~kivy.properties.ObjectProperty`, default
to None.
'''
screen_in = ObjectProperty()
'''Property that contain the screen to show.
Automatically set by the :class:`ScreenManager`.
:class:`screen_in` is a :class:`~kivy.properties.ObjectProperty`, default
to None.
'''
duration = NumericProperty(.7)
'''Duration in seconds of the transition.
:class:`duration` is a :class:`~kivy.properties.NumericProperty`, default to
.7 (= 700ms)
'''
manager = ObjectProperty()
'''Screen manager object, set when the screen is added within a manager.
:data:`manager` is a :class:`~kivy.properties.ObjectProperty`, default to
None, read-only.
'''
# privates
_anim = ObjectProperty(allownone=True)
def __init__(self, **kw):
self.register_event_type('on_progress')
self.register_event_type('on_complete')
super(TransitionBase, self).__init__(**kw)
def start(self, manager):
'''(internal) Start the transition. This is automatically called by the
:class:`ScreenManager`.
'''
self.manager = manager
self._anim = Animation(d=self.duration, s=0)
self._anim.bind(on_progress=self._on_progress, on_complete=self._on_complete)
self.add_screen(self.screen_in)
self.screen_in.transition_value = 0.
self.screen_in.transition_mode = 'in'
self.screen_out.transition_value = 0.
self.screen_out.transition_mode = 'out'
self._anim.start(self)
self.dispatch('on_progress', 0)
def stop(self):
'''(internal) Stop the transition. This is automatically called by the
:class:`ScreenManager`.
'''
if self._anim:
self._anim.cancel(self)
self.dispatch('on_complete')
self._anim = None
def add_screen(self, screen):
'''(internal) Used to add a screen into the :class:`ScreenManager`
'''
self.manager.real_add_widget(screen)
def remove_screen(self, screen):
'''(internal) Used to remove a screen into the :class:`ScreenManager`
'''
self.manager.real_remove_widget(screen)
def on_complete(self):
self.remove_screen(self.screen_out)
def on_progress(self, progression):
pass
def _on_progress(self, *l):
alpha = l[-1]
self.screen_in.transition_value = alpha
self.screen_out.transition_value = 1. - alpha
self.dispatch('on_progress', alpha)
def _on_complete(self, *l):
self.dispatch('on_complete')
self._anim = None
class ShaderTransition(TransitionBase):
'''Transition class that use a Shader for animating the transition between 2
screens. By default, this class doesn't any assign fragment/vertex shader.
If you want to create your own fragment shader for transition, you need to
declare the header yourself, and include the "t", "tex_in" and "tex_out"
uniform::
# Create your own transition. This is shader implement a "fading"
# transition.
fs = """$HEADER
uniform float t;
uniform sampler2D tex_in;
uniform sampler2D tex_out;
void main(void) {
vec4 cin = texture2D(tex_in, tex_coord0);
vec4 cout = texture2D(tex_out, tex_coord0);
gl_FragColor = mix(cout, cin, t);
}
"""
# And create your transition
tr = ShaderTransition(fs=fs)
sm = ScreenManager(transition=tr)
'''
fs = StringProperty(None)
'''Fragment shader to use.
:data:`fs` is a :class:`~kivy.properties.StringProperty`, default to None.
'''
vs = StringProperty(None)
'''Vertex shader to use.
:data:`vs` is a :class:`~kivy.properties.StringProperty`, default to None.
'''
def make_screen_fbo(self, screen):
fbo = Fbo(size=screen.size)
with fbo:
ClearColor(0,1,0,1)
ClearBuffers()
fbo.add(screen.canvas)
return fbo
def on_progress(self, progress):
self.render_ctx['t'] = progress
def add_screen(self, screen):
self.screen_in.pos = self.screen_out.pos
self.screen_in.size = self.screen_out.size
self.manager.real_remove_widget(self.screen_out)
self.fbo_in = self.make_screen_fbo(self.screen_in)
self.fbo_out = self.make_screen_fbo(self.screen_out)
self.manager.canvas.add(self.fbo_in)
self.manager.canvas.add(self.fbo_out)
self.render_ctx = RenderContext(fs=self.fs)
with self.render_ctx:
BindTexture(texture=self.fbo_out.texture, index=1)
BindTexture(texture=self.fbo_in.texture, index=2)
Rectangle(size=(1,1))
self.render_ctx['projection_mat'] = Matrix().view_clip(0,1,0,1,0,1,0)
self.render_ctx['tex_out'] = 1
self.render_ctx['tex_in'] = 2
self.manager.canvas.add(self.render_ctx)
def remove_screen(self, screen):
self.manager.canvas.remove(self.fbo_in)
self.manager.canvas.remove(self.fbo_out)
self.manager.canvas.remove(self.render_ctx)
self.manager.real_add_widget(self.screen_in)
class SlideTransition(TransitionBase):
'''Slide Transition, can be used to show a new screen from any direction:
left, right, up or down.
'''
direction = OptionProperty('left', options=('left', 'right', 'up', 'down'))
'''Direction of the transition.
:data:`direction` is an :class:`~kivy.properties.OptionProperty`, default to
left. Can be one of 'left', 'right', 'up' or 'down'.
'''
def on_progress(self, progression):
a = self.screen_in
b = self.screen_out
manager = self.manager
x, y = manager.pos
width, height = manager.size
direction = self.direction
al = AnimationTransition.out_quad
progression = al(progression)
if direction == 'left':
a.y = b.y = y
a.x = x + width * (1 - progression)
b.x = x - width * progression
elif direction == 'right':
a.y = b.y = y
b.x = x + width * progression
a.x = x - width * (1 - progression)
elif direction == 'up':
a.x = b.x = x
a.y = y + height * (1 - progression)
b.y = y - height * progression
elif direction == 'down':
a.x = b.x = manager.x
b.y = y + height * progression
a.y = y - height * (1 - progression)
class SwapTransition(TransitionBase):
'''Swap transition, that look like iOS transition, when a new window appear
on the screen.
'''
def add_screen(self, screen):
self.manager.real_add_widget(screen, 1)
def on_complete(self):
self.screen_in.scale = 1.
self.screen_out.scale = 1.
def on_progress(self, progression):
a = self.screen_in
b = self.screen_out
manager = self.manager
b.scale = 1. - progression * 0.7
a.scale = 0.5 + progression * 0.5
a.center_y = b.center_y = manager.center_y
al = AnimationTransition.in_out_sine
if progression < 0.5:
p2 = al(progression * 2)
width = manager.width * 0.7
widthb = manager.width * 0.2
a.x = manager.center_x + p2 * width / 2.
b.center_x = manager.center_x - p2 * widthb / 2.
else:
if self.screen_in is self.manager.children[-1]:
self.manager.real_remove_widget(self.screen_in)
self.manager.real_add_widget(self.screen_in)
p2 = al((progression - 0.5) * 2)
width = manager.width * 0.85
widthb = manager.width * 0.2
a.x = manager.x + width * (1 - p2)
b.center_x = manager.center_x - (1 - p2) * widthb / 2.
class WipeTransition(ShaderTransition):
'''Wipe transition, based on a fragment Shader.
'''
WIPE_TRANSITION_FS = '''$HEADER$
uniform float t;
uniform sampler2D tex_in;
uniform sampler2D tex_out;
void main(void) {
vec4 cin = texture2D(tex_in, tex_coord0);
vec4 cout = texture2D(tex_out, tex_coord0);
gl_FragColor = mix(cout, cin, clamp((-1.5 + 1.5*tex_coord0.x + 2.5*t), 0.0, 1.0));
}
'''
fs = StringProperty(WIPE_TRANSITION_FS)
class FadeTransition(ShaderTransition):
'''Fade transition, based on a fragment Shader.
'''
FADE_TRANSITION_FS = '''$HEADER$
uniform float t;
uniform sampler2D tex_in;
uniform sampler2D tex_out;
void main(void) {
vec4 cin = texture2D(tex_in, tex_coord0);
vec4 cout = texture2D(tex_out, tex_coord0);
gl_FragColor = mix(cout, cin, t);
}
'''
fs = StringProperty(FADE_TRANSITION_FS)
class ScreenManager(FloatLayout):
'''Screen manager. This is the main class that will control your
:class:`Screen` stack, and memory.
By default, the manager will show only one screen at time.
'''
current = StringProperty(None)
'''Name of the screen currently show, or the screen to show.
::
from kivy.uix.screenmanager import ScreenManager, Screen
sm = ScreenManager()
sm.add_widget(Screen(name='first'))
sm.add_widget(Screen(name='second'))
# by default, the first added screen will be showed. If you want to show
# another one, just set the current string:
sm.current = 'second'
'''
transition = ObjectProperty(SwapTransition())
'''Transition object to use for animate the screen that will be hidden, and
the screen that will be showed. By default, an instance of
:class:`SwapTransition` will be given.
For example, if you want to change to a :class:`WipeTransition`::
from kivy.uix.screenmanager import ScreenManager, Screen, WipeTransition
sm = ScreenManager(transition=WipeTransition())
sm.add_widget(Screen(name='first'))
sm.add_widget(Screen(name='second'))
# by default, the first added screen will be showed. If you want to show
# another one, just set the current string:
sm.current = 'second'
'''
screens = ListProperty()
'''List of all the :class:`Screen` widgets added. You must not change the
list manually. Use :meth:`Screen.add_widget` instead.
:data:`screens` is a :class:`~kivy.properties.ListProperty`, default to [],
read-only.
'''
current_screen = ObjectProperty(None)
'''Contain the current displayed screen. You must not change this property
manually, use :data:`current` instead.
:data:`current_screen` is an :class:`~kivy.properties.ObjectProperty`,
default to None, read-only.
'''
def add_widget(self, screen):
if not isinstance(screen, Screen):
raise ScreenManagerException(
'ScreenManager accept only Screen widget.')
if screen.name in [s.name for s in self.screens]:
raise ScreenManagerException(
'Name %r already used' % screen.name)
if screen.manager:
raise ScreenManagerException(
'Screen already managed by another ScreenManager.')
screen.manager = self
self.screens.append(screen)
if self.current is None:
self.current = screen.name
def real_add_widget(self, *l):
super(ScreenManager, self).add_widget(*l)
def real_remove_widget(self, *l):
super(ScreenManager, self).remove_widget(*l)
def on_current(self, instance, value):
screen = self.get_screen(value)
if not screen:
return
previous_screen = self.current_screen
self.current_screen = screen
if previous_screen:
self.transition.stop()
self.transition.screen_in = screen
self.transition.screen_out = previous_screen
self.transition.start(self)
else:
self.real_add_widget(screen)
def get_screen(self, name):
'''Return the screen widget associated to the name, or None if not
found.
'''
for screen in self.screens:
if screen.name == name:
return screen
def next(self):
'''Return the name of the next screen from the screen list.
'''
screens = self.screens
if not screens:
return
try:
index = screens.index(self.current_screen)
index = (index + 1) % len(screens)
return screens[index].name
except ValueError:
return
def previous(self):
'''Return the name of the previous screen from the screen list.
'''
screens = self.screens
if not screens:
return
try:
index = screens.index(self.current_screen)
index = (index - 1) % len(screens)
return screens[index].name
except ValueError:
return
if __name__ == '__main__':
from kivy.app import App
from kivy.uix.button import Button
from kivy.lang import Builder
Builder.load_string('''
<Screen>:
canvas:
Color:
rgb: .2, .2, .2
Rectangle:
size: self.size
GridLayout:
cols: 2
Button:
text: 'Hello world'
Button:
text: 'Hello world'
Button:
text: 'Hello world'
Button:
text: 'Hello world'
''')
class TestApp(App):
def change_view(self, *l):
#d = ('left', 'up', 'down', 'right')
#di = d.index(self.sm.transition.direction)
#self.sm.transition.direction = d[(di + 1) % len(d)]
self.sm.current = 'test2' if self.sm.current == 'test1' else 'test1'
def build(self):
root = FloatLayout()
self.sm = sm = ScreenManager(transition=SwapTransition())
sm.add_widget(Screen(name='test1'))
sm.add_widget(Screen(name='test2'))
btn = Button(size_hint=(None, None))
btn.bind(on_release=self.change_view)
root.add_widget(sm)
root.add_widget(btn)
return root
TestApp().run()