mirror of https://github.com/kivy/kivy.git
sequenced_images
a) Rename folder to sequenced_images b) Fix scatter size to image size c) Add ability to change animation speed through slider
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779fb96f01
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title=main
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author=seesaw
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orientation=portrait
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<AnimatedButton>:
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canvas.before:
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Color:
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rgb: (1, 1, 1)
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BorderImage:
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border: root.border if root.border else (16, 16, 16, 16)
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pos: self.pos
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size: self.size
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texture: self.texture_background
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<gifScatter>
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on_size: self.center = win.Window.center
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size: imag.size
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size_hint: None, None
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Image:
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id: imag
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source: 'data/images/busy-stick-figures-animated.gif'
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on_touch_down: root.parent.parent.parent.currentObj = self
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<zipScatter>
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on_size: self.center = win.Window.center
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size: imag.size
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size_hint: None, None
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Image:
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id: imag
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source: 'data/images/RingGreen.zip'
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anim_delay: 0.05
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on_touch_down: root.parent.parent.parent.currentObj = self
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<jpgScatter>
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on_size: self.center = win.Window.center
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size: imag.size
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size_hint: None, None
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Image:
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id: imag
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source: 'data/images/ClickHereButton-animated.zip'
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on_touch_down: root.parent.parent.parent.currentObj = self
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<Right_Frame>
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size_hint: (.2, 1)
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padding: 10
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cols: 1
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Label:
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halign: 'center'
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text_size: self.size
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text: root.currentObj.source if root.currentObj else 'click on a Image to change it\'s properties'
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Label:
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id: spdlbl
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halign: 'center'
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text_size: self.size
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text: 'Animation speed: %f FPS' %(1/root.currentObj.anim_delay) if root.currentObj else 'No Image selected'
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Slider:
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min:0
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max: 100 if root.currentObj else 0
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value: (1/root.currentObj.anim_delay) if root.currentObj else 0
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on_value: root.on_value(self, args[1], spdlbl)
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import kivy
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kivy.require('1.0.8')
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from kivy.app import App
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from kivy.uix.floatlayout import FloatLayout
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from kivy.uix.gridlayout import GridLayout
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from uix.custom_button import AnimatedButton
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from kivy.uix.image import Image
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from kivy.uix.scatter import Scatter
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from kivy.uix.stencilview import StencilView
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from kivy.properties import ObjectProperty
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from kivy.core import window
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class gifScatter(Scatter):
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def __init__(self, **kwargs):
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super(gifScatter, self).__init__()
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class zipScatter(Scatter):
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def __init__(self, **kwargs):
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super(zipScatter, self).__init__()
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class jpgScatter(Scatter):
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def __init__(self, **kwargs):
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super(jpgScatter, self).__init__()
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class Right_Frame(GridLayout):
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currentObj = ObjectProperty(None)
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def __init__(self, **kwargs):
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super(Right_Frame, self).__init__()
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def on_value(self, *l):
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if self.currentObj:
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if abs(l[1]) <= 0 :
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self.currentObj.anim_delay = 0
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l[2].text = 'Animation speed: %f FPS' %0
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else:
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self.currentObj.anim_delay = 1/l[1]
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l[2].text = 'Animation speed: %f FPS' %(1/self.currentObj.anim_delay)
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else:
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l[0].max = 0
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l[2].text = 'No Image selected'
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class mainclass(FloatLayout):
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currentObj = ObjectProperty(None)
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def __init__(self, **kwargs):
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super(mainclass, self).__init__()
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# initialize variables
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self.sign = .10
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#setup Layouts
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layout = GridLayout( size_hint = (1, 1), cols = 3, rows = 1)
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left_frame = GridLayout( size_hint = (.25, 1), cols = 1)
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client_frame = StencilView( pos_hint = {'top':0, 'right':0})
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self.right_frame = Right_Frame()
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#setup buttons in left frame
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but_load_gif = AnimatedButton(text = 'load gif')
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but_load_zip_png = AnimatedButton(text = 'load zipped\n png/s')
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but_load_zip_jpg = AnimatedButton(text = 'load zipped\n jpg/s')
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but_animated = AnimatedButton(text = 'animated button\n'+\
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'made using\nSequenced Images\n press to animate', halign = 'center',\
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background_normal = 'data/images/button_white.png',\
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background_down = 'data/images/button_white_animated.zip')
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but_animated_normal = AnimatedButton(text = 'borderless\n'+\
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'animated button\npress to stop', halign = 'center',\
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background_down = 'data/images/button_white.png',\
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background_normal = 'data/images/button_white_animated.zip')
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but_animated_borderless = AnimatedButton(text = 'Borderless',\
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background_normal = 'data/images/info.png',\
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background_down = 'data/images/info.zip')
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but_animated_bordered = AnimatedButton(text = 'With Border',\
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background_normal = 'data/images/info.png',\
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background_down = 'data/images/info.zip')
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#Handle button press/release
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def load_images(*l):
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if l[0].text == 'load gif' or l[0].text == 'load gif\n from cache':
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l[0].text = 'load gif\n from cache'
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sctr = gifScatter()
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if l[0].text == 'load zipped\n png/s' or\
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l[0].text == 'load zipped\n png/s from cache':
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l[0].text = 'load zipped\n png/s from cache'
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sctr = zipScatter()
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if l[0].text == 'load zipped\n jpg/s' or l[0].text == 'load zipped\n jpg/s from cache':
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l[0].text = 'load zipped\n jpg/s from cache'
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sctr = jpgScatter()
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client_frame.add_widget(sctr)
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#position scatter
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sctr.pos = (240 + self.sign, 200+ self.sign )
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self.sign += 10
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if self.sign >200:
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self.sign = 10
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sctr.pos = (300, 200 - self.sign)
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#bind function on on_release
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but_load_gif.bind(on_release = load_images)
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but_load_zip_png.bind(on_release = load_images)
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but_load_zip_jpg.bind(on_release = load_images)
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#add widgets to left frame
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left_frame.add_widget(but_load_gif)
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left_frame.add_widget(but_load_zip_png)
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left_frame.add_widget(but_load_zip_jpg)
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left_frame.add_widget(but_animated)
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left_frame.add_widget(but_animated_normal)
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left_frame.add_widget(but_animated_borderless)
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left_frame.add_widget(but_animated_bordered)
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#set/remove border for borderless widgets (16,16,16,16) by default
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but_animated_normal.border = but_animated_borderless.border = (0,0,0,0)
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#add widgets to the main layout
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layout.add_widget(left_frame)
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layout.add_widget(client_frame)
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layout.add_widget(self.right_frame)
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#add main layout to root
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self.add_widget(layout)
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def on_currentObj(self, *l):
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self.right_frame.currentObj = self.currentObj
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class mainApp(App):
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def build(self):
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upl = mainclass()
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upl.size_hint = (1,1)
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upl.pos_hint = {'top':0, 'right':1}
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return upl
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if __name__ in ('__main__', '__android__'):
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mainApp().run()
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'''
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UIX
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===
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The `uix` contains all the class for creating and arranging Custom Widgets.
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A widget is an element of a graphical user interface.
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'''
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__all__ = ('AnimatedButton')
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from kivy.factory import Factory
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from kivy.uix.label import Label
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from kivy.uix.image import Image
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from kivy.graphics import *
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from kivy.properties import StringProperty, OptionProperty,\
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ObjectProperty, BooleanProperty
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class AnimatedButton(Label):
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state = OptionProperty('normal', options=('normal', 'down'))
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allow_stretch = BooleanProperty(True)
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keep_ratio = BooleanProperty(False)
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border = ObjectProperty(None)
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anim_delay = ObjectProperty(None)
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background_normal = StringProperty('data/images/button.png')
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texture_background = ObjectProperty(None)
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background_down = StringProperty('data/images/button_pressed.png')
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def __init__(self, **kwargs):
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super(AnimatedButton, self).__init__(**kwargs)
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self.register_event_type('on_press')
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self.register_event_type('on_release')
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#borderImage.border by default is ...
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self.border = (16, 16, 16, 16)
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#Image to display depending on state
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self.img = Image(source = self.background_normal,
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allow_stretch = self.allow_stretch,
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keep_ratio = self.keep_ratio, mipmap = True)
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#reset animation if anim_delay is changed
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def anim_reset(*l):
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self.img.anim_delay = self.anim_delay
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self.bind(anim_delay = anim_reset)
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self.anim_delay = .1
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#update self.texture when image.texture changes
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self.img.bind(texture = self.on_tex_changed)
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self.on_tex_changed()
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#update image source when background image is changed
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def background_changed(*l):
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self.img.source = self.background_normal
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self.anim_delay = .1
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self.bind(background_normal = background_changed)
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def on_tex_changed(self, *largs):
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self.texture_background = self.img.texture
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def _do_press(self):
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self.state = 'down'
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def _do_release(self):
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self.state = 'normal'
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def on_touch_down(self, touch):
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if not self.collide_point(touch.x, touch.y):
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return False
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if self in touch.ud:
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return False
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touch.grab(self)
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touch.ud[self] = True
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_animdelay = self.img.anim_delay
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self.img.source = self.background_down
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self.img.anim_delay = _animdelay
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self._do_press()
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self.dispatch('on_press')
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return True
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def on_touch_move(self, touch):
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return self in touch.ud
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def on_touch_up(self, touch):
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if touch.grab_current is not self:
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return
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assert(self in touch.ud)
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touch.ungrab(self)
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_animdelay = self.img._coreimage.anim_delay
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self.img.source = self.background_normal
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self.anim_delay = _animdelay
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self._do_release()
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self.dispatch('on_release')
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return True
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def on_press(self):
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pass
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def on_release(self):
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pass
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Factory.register('AnimatedButton', cls=AnimatedButton)
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